Error creating thumbnail: File missing Join our Discord! |
If you have been locked out of your account you can request a password reset here. |
Insurgency: Difference between revisions
Seganamcofan (talk | contribs) mNo edit summary |
(General tweaks like which classes get which gun) |
||
Line 10: | Line 10: | ||
}} | }} | ||
''Insurgency 2'' is the standalone version of the ''Half Life 2'' Mod ''Insurgency''. It is listed simply as "''Insurgency''" on the Steam page. The game follows a simple team-based conflict with various objectives from capturing objectives to increase territory and spawn waves to search-and-destroy missions on weapon caches. Going for realism, the game lacks most typical HUDs seen on today's first-person shooters, such as no ammo counter and no crosshair on screen. The team members are separated into two squads, each with its own special classes meant for specific roles such as rifleman, sniper, demolitions, support, and such. | ''Insurgency 2'' is the standalone version of the ''Half Life 2'' Mod ''Insurgency''. It is listed simply as "''Insurgency''" on the Steam page. The game follows a simple team-based conflict with various objectives from capturing objectives to increase territory and spawn waves to search-and-destroy missions on weapon caches. Going for realism, the game lacks most typical HUDs seen on today's first-person shooters, such as no ammo counter and no crosshair on screen. The team members are separated into two squads, each with its own special classes meant for specific roles such as rifleman, sniper, demolitions, support, and such. Players are able to customize their loadout from their classes' options, including a selection of primary weapons, sidearms, grenades, and armor and vest accessories, though they may choose to ignore any or all of them. This is done by using Supply Points, which are given at the start of a game and in some modes, can be increased by completing objectives or progressing through the next round. Each team, the Security Forces and Insurgents, has nine to ten classes, each with differing weapons and equipment choices. | ||
'''The following weapons appear in the video game ''Insurgency 2'':''' | '''The following weapons appear in the video game ''Insurgency 2'':''' | ||
Line 18: | Line 18: | ||
==Beretta 92FS== | ==Beretta 92FS== | ||
The [[Beretta 92FS]] is used by the Security. It can equip several accessories. It costs 1 supply point. | The [[Beretta 92FS]] is used by the Security by default, though either team can choose it. It holds 15+1 rounds and can equip several accessories. It costs 1 supply point. The Security Specialist, Recon, Breacher, Designated Marksman, and Sniper classes have exclusive access to a suppressor for it | ||
[[Image:BerettaM92FS.jpg|thumb|none|500px|Beretta 92FS - 9x19mm]] | [[Image:BerettaM92FS.jpg|thumb|none|500px|Beretta 92FS - 9x19mm]] | ||
[[File:Ins2m9v.jpg|thumb|none|600px|The Beretta 92FS in the customization screen]] | [[File:Ins2m9v.jpg|thumb|none|600px|The Beretta 92FS in the customization screen]] | ||
Line 26: | Line 26: | ||
==M45 / MEU(SOC)== | ==M45 / MEU(SOC)== | ||
The [[M45]] is used by the Security. It can equip several accessories. It costs 1 supply point. Before December 19 update, it is simply retexture of Insurgents M1911, but is now modeled correctly. | The [[M45]] is used exclusively by the Security team. It can equip several accessories and holds 7+1 rounds. It costs 1 supply point. Before December 19 update, it is simply retexture of Insurgents M1911, but is now modeled correctly. Aside from its model and texture, it is identical to the Insurgent-exclusive M1911. | ||
[[Image:M-45 MEU(SOC).jpg|thumb|none|500px|M45 / MEU(SOC) Pistol - .45 ACP]] | [[Image:M-45 MEU(SOC).jpg|thumb|none|500px|M45 / MEU(SOC) Pistol - .45 ACP]] | ||
[[File:Ins2m45-1.jpg|thumb|none|600px|The M45 in the customization screen]] | [[File:Ins2m45-1.jpg|thumb|none|600px|The M45 in the customization screen]] | ||
Line 35: | Line 35: | ||
==Colt M16A4 == | ==Colt M16A4 == | ||
The [[M16#M16A4 Rifle |M16A4]] is used by the Security. It can be equipped with several accessories and is capable of shooting in burst fire and semi auto. It costs 1 supply point. | The [[M16#M16A4 Rifle |M16A4]] is used by the Security. It holds 30+1 rounds can be equipped with several accessories and is capable of shooting in burst fire and semi auto. It costs 1 supply point. Previously, the M16A4 used a top rail with a folding rear sight, though as of the Nightfall update it has a carry handle instead when no optics are used. Currently, due to a bug with some optics, both M16 and M4 gas blocks are removed when using other aiming sights. This, though, will be fixed in a future update. It can be used by the Rifleman, Sniper, Designated Marksman, Demolitions, and Specialist classes. | ||
[[Image:M16A4withANPEQ&ACOG.jpg|thumb|none|500px|M16A4 - 5.56x45mm]] | [[Image:M16A4withANPEQ&ACOG.jpg|thumb|none|500px|M16A4 - 5.56x45mm]] | ||
[[File:ins2m16v.jpg|thumb|none|600px|The Colt M16A4 in the customization screen]] | [[File:ins2m16v.jpg|thumb|none|600px|The Colt M16A4 in the customization screen]] | ||
Line 42: | Line 42: | ||
[[File:ins2m16a4-3.jpg|thumb|none|600px|The Colt M16A4 iron sight]] | [[File:ins2m16a4-3.jpg|thumb|none|600px|The Colt M16A4 iron sight]] | ||
The Demolition, Breacher, and Specialist classes in the game allows the M16A4 to be wielded with an [[M203 Grenade Launcher]]. | The Demolition, Breacher, and Specialist classes in the game allows the M16A4 to be wielded with an [[M203 Grenade Launcher]] that can, depending on class, use smoke shells or HE shells. | ||
[[Image:M16A4M203.jpg|thumb|none|500px|M16A4 - 5.56x45mm]] | [[Image:M16A4M203.jpg|thumb|none|500px|M16A4 - 5.56x45mm]] | ||
[[File:Ins2m16g-1.jpg|thumb|none|600px|The Colt M16A4 with the M203]] | [[File:Ins2m16g-1.jpg|thumb|none|600px|The Colt M16A4 with the M203]] | ||
Line 48: | Line 48: | ||
==Colt M4A1 == | ==Colt M4A1 == | ||
The [[M4A1#M4A1 |M4A1]] is used by the Security and it can be equipped with several accessories. Currently, due to a bug with some optics, both M16 and M4 gas blocks are removed when using other aiming sights. This, though, will be fixed in a future update. It costs 4 supply points. | The [[M4A1#M4A1 |M4A1]] is used by the Security and it can be equipped with several accessories. It holds 30+1 rounds. Currently, due to a bug with some optics, both M16 and M4 gas blocks are removed when using other aiming sights. This, though, will be fixed in a future update. It costs 4 supply points. Its recoil and stats are a mid-point between the larger M16A4 and the shorter Mk. 18. It can be used by the Rifleman, Recon, and Demolitions classes. | ||
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 - 5.56x45mm]] | [[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 - 5.56x45mm]] | ||
[[File:Ins2m4s.jpg|thumb|none|600px|The Colt M4A1 in the customization screen]] | [[File:Ins2m4s.jpg|thumb|none|600px|The Colt M4A1 in the customization screen]] | ||
Line 61: | Line 61: | ||
==Mk. 18 Mod 0== | ==Mk. 18 Mod 0== | ||
The [[CQB-R / Mk. 18 Mod 0| Mk. 18]] is used by the Security. It can be equipped with several accessories and costs 3 supply points. | The [[CQB-R / Mk. 18 Mod 0| Mk. 18]] is used by the Security. It holds 30+1 rounds. It can be equipped with several accessories and costs 3 supply points. It has some tan parts, unlike the M16A4 and M4A1. It can be used by the Specialist and Recon classes. | ||
[[Image:Mk18.jpg|thumb|none|500px|Mk. 18 Mod 0 - 5.56x45mm]] | [[Image:Mk18.jpg|thumb|none|500px|Mk. 18 Mod 0 - 5.56x45mm]] | ||
[[File:Insurgency Mk18 Loadout.jpg|thumb|none|600px|The Mk. 18 in the Loadout screen.]] | [[File:Insurgency Mk18 Loadout.jpg|thumb|none|600px|The Mk. 18 in the Loadout screen.]] | ||
Line 70: | Line 70: | ||
==H&K MP5KA4== | ==H&K MP5KA4== | ||
The [[MP5K|H&K MP5KA4]] is used by the Security. The old MP5KN model has been replaced with the MP5KA4. It costs 2 supply points. | The [[MP5K|H&K MP5KA4]] is used by the Security. The old MP5KN model has been replaced with the MP5KA4. It holds 30+1 rounds and can use semi-auto, three-round burst, or automatic fire. It is a fast weapon, but rather weak and long bursts can be hard to control. It costs 2 supply points and always has its front grip. It can be used by the Specialist. | ||
[[Image:MP5KA4.jpg|thumb|none|500px|H&K MP5KA4 - 9x19mm]] | [[Image:MP5KA4.jpg|thumb|none|500px|H&K MP5KA4 - 9x19mm]] | ||
[[File:Ins2mp5kv.jpg|thumb|none|600px|The H&K MP5KA4 in the customization screen]] | [[File:Ins2mp5kv.jpg|thumb|none|600px|The H&K MP5KA4 in the customization screen]] | ||
Line 78: | Line 78: | ||
==H&K UMP45== | ==H&K UMP45== | ||
The [[H&K UMP|H&K UMP45]] is used by the Security. It is | The [[H&K UMP|H&K UMP45]] is used by the Security. It incorrectly holds 30+1 rounds and is more powerful than the MP5K, but slower. It can equip several accessories. It costs 2 supply points and is shown with a front grip attached. | ||
[[Image:UMP 45.jpg|thumb|none|500px|H&K UMP45 - .45 ACP]] | [[Image:UMP 45.jpg|thumb|none|500px|H&K UMP45 - .45 ACP]] | ||
[[File:Insurgency UMP Loadout.jpg|thumb|none|600px|The UMP45 in the customizations screen.]] | [[File:Insurgency UMP Loadout.jpg|thumb|none|600px|The UMP45 in the customizations screen.]] | ||
Line 86: | Line 86: | ||
==Mossberg 590== | ==Mossberg 590== | ||
The [[Mossberg 590]] is used by the Security. It can be equipped with slug ammo and other accessories. It costs 1 supply point. | The [[Mossberg 590]] is used by the Security. It can be equipped with slug ammo and other accessories. It costs 1 supply point and can be used by the Breacher and Engineer classes. It holds 8+1 shells and like most games, when reloading from empty the gun is not pumped until the reload is done | ||
[[Image:Mossberg 590 Special.jpg|thumb|none|500px|Mossberg 590 Tactical Shotgun with subdued finish and Ghost Ring Sights - 12 Gauge]] | [[Image:Mossberg 590 Special.jpg|thumb|none|500px|Mossberg 590 Tactical Shotgun with subdued finish and Ghost Ring Sights - 12 Gauge]] | ||
[[File:Insm590v.jpg|thumb|none|600px|The Mossberg 590 in the customization screen]] | [[File:Insm590v.jpg|thumb|none|600px|The Mossberg 590 in the customization screen]] | ||
Line 94: | Line 94: | ||
==M249-E2 SAW== | ==M249-E2 SAW== | ||
The [[M249_SAW#M249-E1 / M249-E2 / M249 Paratrooper SAW |M249]] is used by the Security. It can be equipped with several accessories. It costs 4 supply points. | The [[M249_SAW#M249-E1 / M249-E2 / M249 Paratrooper SAW |M249]] is used by the Security. It holds 200 rounds and can be equipped with several accessories. It costs 4 supply points and has a bipod permanently attached. Can be used only by the Support class. | ||
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|M249 - 5.56x45mm]] | [[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|M249 - 5.56x45mm]] | ||
[[File:Insurgency M249 loadout.jpg|thumb|none|600px|The M249 in the customization screen.]] | [[File:Insurgency M249 loadout.jpg|thumb|none|600px|The M249 in the customization screen.]] | ||
Line 102: | Line 102: | ||
==Mk 14 Mod 1 Enhanced Battle Rifle== | ==Mk 14 Mod 1 Enhanced Battle Rifle== | ||
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] is used by the Security, it is incorrectly named "M14 EBR" which is a common mistake. It can be equipped with several accessories. It | The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] is used by the Security, it is incorrectly named "M14 EBR" which is a common mistake. It can be equipped with several accessories and holds 20+1 rounds. It is one of two weapons capable of using the Mk. 4 Scope. Unlike several depictions of the EBR, it has a functional fire selector and can be used in automatic. Used only by the Sniper, Designated Marksman, and Support classes. | ||
[[Image:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]] | [[Image:Mk 14 Mod 1 EBR.jpg|thumb|none|450px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]] | ||
[[File:Insurgency Mk14 Loadout.jpg|thumb|none|600px|The Mk. 14 on the loadout screen.]] | [[File:Insurgency Mk14 Loadout.jpg|thumb|none|600px|The Mk. 14 on the loadout screen.]] | ||
Line 110: | Line 110: | ||
==Ruger AC556== | ==Ruger AC556== | ||
The [[Ruger AC556]] is used by the Security. The model is still the default Mini 14 and has a 20 | The [[Ruger AC556]] is used by the Security. The model is still the default Mini 14 and has a 20+1 round magazine. It can equip several accessories. It costs 2 supply points and can be used by the Rifleman, Recon, and Designated Marksman classes. | ||
[[Image:RugerAC556.jpg|thumb|none|500px|AC556 - 5.56x45mm]] | [[Image:RugerAC556.jpg|thumb|none|500px|AC556 - 5.56x45mm]] | ||
[[File:Insurgency Ruger Loadout.jpg|thumb|none|600px|The Ruger AC556 in the customization screen.]] | [[File:Insurgency Ruger Loadout.jpg|thumb|none|600px|The Ruger AC556 in the customization screen.]] | ||
Line 118: | Line 118: | ||
==M40A1 Sniper Rifle== | ==M40A1 Sniper Rifle== | ||
The [[M40A1]] is used by the Security. It | The [[M40A1]] is used by the Security. It is one of two weapons cabable of using the Mk. 4 Scope and holds 5+1 rounds in its internal magazine. Used by the Sniper and Designated Marksman classes. Uniquely, when the last round is fired the player character does not operate the bolt, a sign to reload for the attentive | ||
[[Image:M40a1standard-1-.jpg|thumb|none|500px|M40A1 - 7.62x51mm]] | [[Image:M40a1standard-1-.jpg|thumb|none|500px|M40A1 - 7.62x51mm]] | ||
[[File:Insurgency M40 Loadout.jpg|thumb|none|600px|The M40 on the loadout screen with a Mk.4 scope attached. Note the missing trigger]] | [[File:Insurgency M40 Loadout.jpg|thumb|none|600px|The M40 on the loadout screen with a Mk.4 scope attached. Note the missing trigger]] | ||
Line 125: | Line 125: | ||
==M136 AT4== | ==M136 AT4== | ||
The [[M136 AT4]] is used by the Security as their primary rocket launcher. | The [[M136 AT4]] is used by the Security as their primary rocket launcher. It is usable only by the Demolitions class and costs 5 points to use. | ||
[[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 - 84mm]] | [[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 - 84mm]] | ||
[[File:Insurgency AT4 Loadout.jpg|thumb|none|600px|The AT4 on the loadout screen.]] | [[File:Insurgency AT4 Loadout.jpg|thumb|none|600px|The AT4 on the loadout screen.]] | ||
Line 133: | Line 133: | ||
=Weapons used by the Insurgents= | =Weapons used by the Insurgents= | ||
==Makarov PM== | ==Makarov PM== | ||
The [[Makarov PM]] is used by the Insurgents. It can equip several accessories. It costs 1 supply point. | The [[Makarov PM]] is used by the Insurgents by default, though either team can use it. It can equip several accessories and holds 8+1 rounds. It costs 1 supply point. The Specialist, Scout, Sapper, Sharpshooter, and Sniper classes get exclusive access to a suppressor. | ||
[[Image:MakarovPM.jpg|thumb|none|400px|Makarov PM - 9x18mm]] | [[Image:MakarovPM.jpg|thumb|none|400px|Makarov PM - 9x18mm]] | ||
[[File:Insurgency Makarov Loadout.jpg|thumb|none|600px|The Makarov on the loadout screen.]] | [[File:Insurgency Makarov Loadout.jpg|thumb|none|600px|The Makarov on the loadout screen.]] | ||
Line 142: | Line 142: | ||
==AK-74N== | ==AK-74N== | ||
The [[AK-74 | AK-74N]] is used by insurgents. It can equip several accessories and costs 2 supply points. | The [[AK-74 | AK-74N]] is used by insurgents. It holds 30+1 rounds and is faster, but weaker than the AKMS. It can equip several accessories and costs 2 supply points. It is usable by the Fighter, Specialist, Striker, and Militant classes. | ||
[[Image:AK-74 NTW 12 92.jpg|thumb|none|401px|AK-74 - 5.45x39mm]] | [[Image:AK-74 NTW 12 92.jpg|thumb|none|401px|AK-74 - 5.45x39mm]] | ||
[[File:Ins2ak74nv.jpg|thumb|none|600px|The AK-74N in the customization screen]] | [[File:Ins2ak74nv.jpg|thumb|none|600px|The AK-74N in the customization screen]] | ||
Line 150: | Line 150: | ||
==AKMS== | ==AKMS== | ||
The [[AKMS]] is used by the Insurgents. It is incorrectly named "AKM" and can be fitted with several accessories. It's the only weapon that doesn't require supply points (0 supply points). | The [[AKMS]] is used by the Insurgents. It is incorrectly named "AKM" and can be fitted with several accessories. It's the only weapon that doesn't require supply points (0 supply points). Any Insurgent class except the Sniper can use it. | ||
[[Image:AKMS.jpg|thumb|none|500px|AKMS - 7.62x39mm]] | [[Image:AKMS.jpg|thumb|none|500px|AKMS - 7.62x39mm]] | ||
[[File:Insurgency AKMS Loadout.jpg|thumb|none|600px|The AKMS on the loadout screen.]] | [[File:Insurgency AKMS Loadout.jpg|thumb|none|600px|The AKMS on the loadout screen.]] | ||
Line 158: | Line 158: | ||
[[File:Insurgency AKMS Foregrip.jpg|thumb|none|600px|The AKMS with a foregrip hand guard.]] | [[File:Insurgency AKMS Foregrip.jpg|thumb|none|600px|The AKMS with a foregrip hand guard.]] | ||
The | The Sapper, Striker, and Bomber classes in the game allows the AKMS to be wielded with a [[GP-25]]. Depending on their class, the user can choose smoke shells or HE shells. | ||
[[Image:Gp-25 1.jpg|thumb|none|500px|GP-25 grenade launcher - 40mm]] | [[Image:Gp-25 1.jpg|thumb|none|500px|GP-25 grenade launcher - 40mm]] | ||
[[File:Insurgency GP Loadout.jpg|thumb|none|600px|The AKMS with a GP-25 Grenade Launcher on the loadout screen.]] | [[File:Insurgency GP Loadout.jpg|thumb|none|600px|The AKMS with a GP-25 Grenade Launcher on the loadout screen.]] | ||
Line 165: | Line 165: | ||
==AKS-74U== | ==AKS-74U== | ||
The [[AK-74#AKS-74U|AKS-74U]] is used by the Insurgents. It can equip several accessories. It costs 2 supply points. | The [[AK-74#AKS-74U|AKS-74U]] is used by the Insurgents. It holds 30+1 rounds and can equip several accessories. It costs 2 supply points and can be used by the Fighter, Specialist, and Striker. | ||
[[Image:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]] | [[Image:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]] | ||
[[File:Insurgency AKS Loadout.jpg|thumb|none|600px|The AKS-74U on the loadout screen.]] | [[File:Insurgency AKS Loadout.jpg|thumb|none|600px|The AKS-74U on the loadout screen.]] | ||
Line 173: | Line 173: | ||
==Norinco SKS-D== | ==Norinco SKS-D== | ||
The [[SKS|Norinco SKS-D]] can be used by the Insurgents. Strangely enough, the SKS barrel seems to be cut down. It can equip several accessories, and comes with a 20 round magazine by default. It costs 1 supply point. | The [[SKS|Norinco SKS-D]] can be used by the Insurgents. Strangely enough, the SKS barrel seems to be cut down. It can equip several accessories, and comes with a detachable 20 round magazine by default. It costs 1 supply point. It can be used by the Fighter, Marksman, Scout, Sharpshooter, and Sniper. | ||
[[Image:NorincoSKS-D.jpg|thumb|none|500px|Norinco SKS-D - 7.62x39mm]] | [[Image:NorincoSKS-D.jpg|thumb|none|500px|Norinco SKS-D - 7.62x39mm]] | ||
[[File:Insurgency SKS Loadout.jpg|thumb|none|600px|The SKS on the loadout screen.]] | [[File:Insurgency SKS Loadout.jpg|thumb|none|600px|The SKS on the loadout screen.]] | ||
Line 182: | Line 182: | ||
==FN FAL== | ==FN FAL== | ||
The [[FN FAL#FN FAL 50.00|FN FAL]] can be used by the Insurgents. It can equip several accessories. It costs 3 supply points. | The [[FN FAL#FN FAL 50.00|FN FAL]] can be used by the Insurgents. It can equip several accessories. It holds 20+1 rounds and costs 3 supply points. Usable by all classes except the Machine Gunner and Bomber | ||
[[Image:FN FAL 50 00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm]] | [[Image:FN FAL 50 00.jpg|thumb|none|500px|FN FAL 50.00 - 7.62x51mm]] | ||
[[File:Insurgency FAL Loadout.jpg|thumb|none|600px|The FAL on the loadout screen.]] | [[File:Insurgency FAL Loadout.jpg|thumb|none|600px|The FAL on the loadout screen.]] | ||
Line 190: | Line 190: | ||
==TOZ-194== | ==TOZ-194== | ||
The [[TOZ-194]] (simply called "TOZ" in-game) is used by Insurgents. Like the Mossberg, it can be equipped with slug ammo and can equip several accessories. It costs 1 supply point. | The [[TOZ-194]] (simply called "TOZ" in-game) is used by Insurgents. Like the Mossberg, it can be equipped with slug ammo and can equip several accessories. It costs 1 supply point. It holds 6+1 shells and has the same reloading quirk as the Mossberg | ||
[[Image:Toz194.jpg|thumb|none|500px|TOZ-194]] | [[Image:Toz194.jpg|thumb|none|500px|TOZ-194]] | ||
[[File:Insurgency TOZ Loadout.jpg|thumb|none|600px|The TOZ-194 in the customization screen.]] | [[File:Insurgency TOZ Loadout.jpg|thumb|none|600px|The TOZ-194 in the customization screen.]] | ||
Line 197: | Line 197: | ||
==RPK/AKM Hybrid== | ==RPK/AKM Hybrid== | ||
The [[RPK|RPK/AKM Hybrid]] is used by Insurgents. This RPK uses a longer AKM barrel (Noticed by it muzzle brake). Like in the mod, it comes with a 75 rounds drum magazine and can be equipped with several accessories. It costs 2 supply points. | The [[RPK|RPK/AKM Hybrid]] is used by Insurgents. This RPK uses a longer AKM barrel (Noticed by it muzzle brake). Like in the mod, it comes with a 75 rounds drum magazine and can be equipped with several accessories. It costs 2 supply points. Only the Machine Gunner class can use it. | ||
[[Image:Rpk 01 drum.jpg|thumb|none|501px|RPK light machine gun with 75-rounds drum magazine - 7.62x39mm]] | [[Image:Rpk 01 drum.jpg|thumb|none|501px|RPK light machine gun with 75-rounds drum magazine - 7.62x39mm]] | ||
[[Image:AKMRifle.jpg|thumb|none|501px|AKM - 7.62x39mm]] | [[Image:AKMRifle.jpg|thumb|none|501px|AKM - 7.62x39mm]] | ||
Line 209: | Line 209: | ||
==Mosin Nagant 1891/30== | ==Mosin Nagant 1891/30== | ||
The [[Mosin Nagant]] is used by the Insurgents. It can equip several accessories. It costs 1 supply point. | The [[Mosin Nagant]] is used by the Insurgents. It can equip several accessories. It costs 1 supply point. It can be used by the Sniper and Sharpshooter classes and aside from aesthetics, is almost identical to the M40A1 in performance. | ||
[[Image:M9130.jpg|thumb|none|500px|Mosin Nagant 1891/30 - 7.62x54mmR]] | [[Image:M9130.jpg|thumb|none|500px|Mosin Nagant 1891/30 - 7.62x54mmR]] | ||
[[File:Insurgency Mosin Loadout.jpg|thumb|none|600px|The Mosin Nagant on the loadout screen.]] | [[File:Insurgency Mosin Loadout.jpg|thumb|none|600px|The Mosin Nagant on the loadout screen.]] | ||
Line 218: | Line 218: | ||
==M1A1 Carbine== | ==M1A1 Carbine== | ||
The [[M1A1 Carbine]] is used by the Insurgents. It can equip several accessories. It costs 2 supply points. | The [[M1A1 Carbine]] is used by the Insurgents. It can equip several accessories. It is semi-automatic and holds 15+1 rounds. It costs 2 supply points and can be used by the Bomber, Sharpshooter, Specialist, and Striker. | ||
[[Image:M1A1Carbine.jpg|thumb|none|500px|M1A1 Carbine - .30 Carbine]] | [[Image:M1A1Carbine.jpg|thumb|none|500px|M1A1 Carbine - .30 Carbine]] | ||
[[File:Insurgency M1A1 Loadout.jpg|thumb|none|600px|The M1A1 Carbine on the loadout screen.]] | [[File:Insurgency M1A1 Loadout.jpg|thumb|none|600px|The M1A1 Carbine on the loadout screen.]] | ||
Line 227: | Line 227: | ||
==MP40== | ==MP40== | ||
The [[MP40]] is used by the Insurgents. It can equip several accessories. It costs 2 supply points. | The [[MP40]] is used by the Insurgents. It is correctly shown holding 32 rounds and being unable to chamber one. It can equip several accessories. It costs 2 supply points. In terms of performance it is much like the UMP, but a bit slower | ||
[[Image:MP40.jpg|thumb|none|500px|MP40 - 9x19mm]] | [[Image:MP40.jpg|thumb|none|500px|MP40 - 9x19mm]] | ||
[[File:Insurgency MP40 Loadout.jpg|thumb|none|600px|The MP40 in the loadout screen. Note the missing trigger]] | [[File:Insurgency MP40 Loadout.jpg|thumb|none|600px|The MP40 in the loadout screen. Note the missing trigger]] | ||
Line 236: | Line 236: | ||
==RPG-7== | ==RPG-7== | ||
The [[RPG-7#RPG-7|RPG-7]] is used by the Insurgents. | The [[RPG-7#RPG-7|RPG-7]] is used by the Insurgents. It can only be bought by the Striker class and costs 5 points. | ||
[[Image:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]] | [[Image:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]] | ||
[[File:Insurgency RPG Loadout.jpg|thumb|none|600px|The RPG in the loadout screen.]] | [[File:Insurgency RPG Loadout.jpg|thumb|none|600px|The RPG in the loadout screen.]] | ||
Line 245: | Line 245: | ||
=Grenades= | =Grenades= | ||
==F1 Grenade== | ==F1 Grenade== | ||
The [[F1 hand grenade]] is the standard hand grenade of the Insurgents team. It costs 2 supply points. | The [[F1 hand grenade]] is the standard hand grenade of the Insurgents team. It costs 2 supply points. Two grenades are required to destroy enemy weapon caches in cache-based objective modes | ||
[[Image:Deactivated f1.jpg|thumb|none|400px|F1 hand grenade]] | [[Image:Deactivated f1.jpg|thumb|none|400px|F1 hand grenade]] | ||
[[File:Insurgency F1.jpg|thumb|none|600px|A F1 grenade in the customization screen.]] | [[File:Insurgency F1.jpg|thumb|none|600px|A F1 grenade in the customization screen.]] | ||
Line 251: | Line 251: | ||
==M67 Hand Grenade== | ==M67 Hand Grenade== | ||
The [[M67 hand grenade]] is the standard hand grenade for the Security Team. It costs 2 supply points. | The [[M67 hand grenade]] is the standard hand grenade for the Security Team. It costs 2 supply points. Two grenades are required to destroy enemy weapon caches in cache-based objective modes. | ||
[[Image:Baseball.jpg|thumb|none|400px|M67 hand grenade]] | [[Image:Baseball.jpg|thumb|none|400px|M67 hand grenade]] | ||
[[File:Insurgency M67 Grenade.jpg|thumb|none|600px|Holding the M67 Grenade.]] | [[File:Insurgency M67 Grenade.jpg|thumb|none|600px|Holding the M67 Grenade.]] | ||
Line 260: | Line 260: | ||
==AN-M14 Incendiary Grenade== | ==AN-M14 Incendiary Grenade== | ||
The [[AN-M14 Incendiary Grenade]] can be equiped by the Security team. It costs 3 supply points. | The [[AN-M14 Incendiary Grenade]] can be equiped by the Security team. It costs 3 supply points. Only one of these is required to destroy weapon caches | ||
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|200px|AN-M14 Incendiary Grenade]] | [[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|200px|AN-M14 Incendiary Grenade]] | ||
[[File:Insurgency Incendinary.jpg|thumb|none|600px|Holding a AN-M14 Incendiary grenade.]] | [[File:Insurgency Incendinary.jpg|thumb|none|600px|Holding a AN-M14 Incendiary grenade.]] |
Revision as of 19:08, 20 December 2014
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Insurgency for current discussions. Content is subject to change. |
|
Insurgency 2 is the standalone version of the Half Life 2 Mod Insurgency. It is listed simply as "Insurgency" on the Steam page. The game follows a simple team-based conflict with various objectives from capturing objectives to increase territory and spawn waves to search-and-destroy missions on weapon caches. Going for realism, the game lacks most typical HUDs seen on today's first-person shooters, such as no ammo counter and no crosshair on screen. The team members are separated into two squads, each with its own special classes meant for specific roles such as rifleman, sniper, demolitions, support, and such. Players are able to customize their loadout from their classes' options, including a selection of primary weapons, sidearms, grenades, and armor and vest accessories, though they may choose to ignore any or all of them. This is done by using Supply Points, which are given at the start of a game and in some modes, can be increased by completing objectives or progressing through the next round. Each team, the Security Forces and Insurgents, has nine to ten classes, each with differing weapons and equipment choices.
The following weapons appear in the video game Insurgency 2:
Weapons used by the Security
Beretta 92FS
The Beretta 92FS is used by the Security by default, though either team can choose it. It holds 15+1 rounds and can equip several accessories. It costs 1 supply point. The Security Specialist, Recon, Breacher, Designated Marksman, and Sniper classes have exclusive access to a suppressor for it
M45 / MEU(SOC)
The M45 is used exclusively by the Security team. It can equip several accessories and holds 7+1 rounds. It costs 1 supply point. Before December 19 update, it is simply retexture of Insurgents M1911, but is now modeled correctly. Aside from its model and texture, it is identical to the Insurgent-exclusive M1911.
Colt M16A4
The M16A4 is used by the Security. It holds 30+1 rounds can be equipped with several accessories and is capable of shooting in burst fire and semi auto. It costs 1 supply point. Previously, the M16A4 used a top rail with a folding rear sight, though as of the Nightfall update it has a carry handle instead when no optics are used. Currently, due to a bug with some optics, both M16 and M4 gas blocks are removed when using other aiming sights. This, though, will be fixed in a future update. It can be used by the Rifleman, Sniper, Designated Marksman, Demolitions, and Specialist classes.
The Demolition, Breacher, and Specialist classes in the game allows the M16A4 to be wielded with an M203 Grenade Launcher that can, depending on class, use smoke shells or HE shells.
Colt M4A1
The M4A1 is used by the Security and it can be equipped with several accessories. It holds 30+1 rounds. Currently, due to a bug with some optics, both M16 and M4 gas blocks are removed when using other aiming sights. This, though, will be fixed in a future update. It costs 4 supply points. Its recoil and stats are a mid-point between the larger M16A4 and the shorter Mk. 18. It can be used by the Rifleman, Recon, and Demolitions classes.
The Demolition, Breacher, and Specialist classes in the game allows the M4A1 to be wielded with an M203 Grenade Launcher.
Mk. 18 Mod 0
The Mk. 18 is used by the Security. It holds 30+1 rounds. It can be equipped with several accessories and costs 3 supply points. It has some tan parts, unlike the M16A4 and M4A1. It can be used by the Specialist and Recon classes.
H&K MP5KA4
The H&K MP5KA4 is used by the Security. The old MP5KN model has been replaced with the MP5KA4. It holds 30+1 rounds and can use semi-auto, three-round burst, or automatic fire. It is a fast weapon, but rather weak and long bursts can be hard to control. It costs 2 supply points and always has its front grip. It can be used by the Specialist.
H&K UMP45
The H&K UMP45 is used by the Security. It incorrectly holds 30+1 rounds and is more powerful than the MP5K, but slower. It can equip several accessories. It costs 2 supply points and is shown with a front grip attached.
Mossberg 590
The Mossberg 590 is used by the Security. It can be equipped with slug ammo and other accessories. It costs 1 supply point and can be used by the Breacher and Engineer classes. It holds 8+1 shells and like most games, when reloading from empty the gun is not pumped until the reload is done
M249-E2 SAW
The M249 is used by the Security. It holds 200 rounds and can be equipped with several accessories. It costs 4 supply points and has a bipod permanently attached. Can be used only by the Support class.
Mk 14 Mod 1 Enhanced Battle Rifle
The Mk 14 Mod 1 EBR is used by the Security, it is incorrectly named "M14 EBR" which is a common mistake. It can be equipped with several accessories and holds 20+1 rounds. It is one of two weapons capable of using the Mk. 4 Scope. Unlike several depictions of the EBR, it has a functional fire selector and can be used in automatic. Used only by the Sniper, Designated Marksman, and Support classes.
Ruger AC556
The Ruger AC556 is used by the Security. The model is still the default Mini 14 and has a 20+1 round magazine. It can equip several accessories. It costs 2 supply points and can be used by the Rifleman, Recon, and Designated Marksman classes.
M40A1 Sniper Rifle
The M40A1 is used by the Security. It is one of two weapons cabable of using the Mk. 4 Scope and holds 5+1 rounds in its internal magazine. Used by the Sniper and Designated Marksman classes. Uniquely, when the last round is fired the player character does not operate the bolt, a sign to reload for the attentive
M136 AT4
The M136 AT4 is used by the Security as their primary rocket launcher. It is usable only by the Demolitions class and costs 5 points to use.
Weapons used by the Insurgents
Makarov PM
The Makarov PM is used by the Insurgents by default, though either team can use it. It can equip several accessories and holds 8+1 rounds. It costs 1 supply point. The Specialist, Scout, Sapper, Sharpshooter, and Sniper classes get exclusive access to a suppressor.
AK-74N
The AK-74N is used by insurgents. It holds 30+1 rounds and is faster, but weaker than the AKMS. It can equip several accessories and costs 2 supply points. It is usable by the Fighter, Specialist, Striker, and Militant classes.
AKMS
The AKMS is used by the Insurgents. It is incorrectly named "AKM" and can be fitted with several accessories. It's the only weapon that doesn't require supply points (0 supply points). Any Insurgent class except the Sniper can use it.
The Sapper, Striker, and Bomber classes in the game allows the AKMS to be wielded with a GP-25. Depending on their class, the user can choose smoke shells or HE shells.
AKS-74U
The AKS-74U is used by the Insurgents. It holds 30+1 rounds and can equip several accessories. It costs 2 supply points and can be used by the Fighter, Specialist, and Striker.
Norinco SKS-D
The Norinco SKS-D can be used by the Insurgents. Strangely enough, the SKS barrel seems to be cut down. It can equip several accessories, and comes with a detachable 20 round magazine by default. It costs 1 supply point. It can be used by the Fighter, Marksman, Scout, Sharpshooter, and Sniper.
FN FAL
The FN FAL can be used by the Insurgents. It can equip several accessories. It holds 20+1 rounds and costs 3 supply points. Usable by all classes except the Machine Gunner and Bomber
TOZ-194
The TOZ-194 (simply called "TOZ" in-game) is used by Insurgents. Like the Mossberg, it can be equipped with slug ammo and can equip several accessories. It costs 1 supply point. It holds 6+1 shells and has the same reloading quirk as the Mossberg
RPK/AKM Hybrid
The RPK/AKM Hybrid is used by Insurgents. This RPK uses a longer AKM barrel (Noticed by it muzzle brake). Like in the mod, it comes with a 75 rounds drum magazine and can be equipped with several accessories. It costs 2 supply points. Only the Machine Gunner class can use it.
Mosin Nagant 1891/30
The Mosin Nagant is used by the Insurgents. It can equip several accessories. It costs 1 supply point. It can be used by the Sniper and Sharpshooter classes and aside from aesthetics, is almost identical to the M40A1 in performance.
M1A1 Carbine
The M1A1 Carbine is used by the Insurgents. It can equip several accessories. It is semi-automatic and holds 15+1 rounds. It costs 2 supply points and can be used by the Bomber, Sharpshooter, Specialist, and Striker.
MP40
The MP40 is used by the Insurgents. It is correctly shown holding 32 rounds and being unable to chamber one. It can equip several accessories. It costs 2 supply points. In terms of performance it is much like the UMP, but a bit slower
RPG-7
The RPG-7 is used by the Insurgents. It can only be bought by the Striker class and costs 5 points.
Grenades
F1 Grenade
The F1 hand grenade is the standard hand grenade of the Insurgents team. It costs 2 supply points. Two grenades are required to destroy enemy weapon caches in cache-based objective modes
M67 Hand Grenade
The M67 hand grenade is the standard hand grenade for the Security Team. It costs 2 supply points. Two grenades are required to destroy enemy weapon caches in cache-based objective modes.
M18 Smoke Grenade
The M18 smoke grenade can be used by both teams. It costs 1 supply point.
AN-M14 Incendiary Grenade
The AN-M14 Incendiary Grenade can be equiped by the Security team. It costs 3 supply points. Only one of these is required to destroy weapon caches
M84 Stun Grenade
The M84 stun grenade can be used by both teams. It costs 1 supply point.
Other Weapons
Browning M2
The Browning M2 machine gun is seen on vehicles located around maps. None are available for use by the player.
Heckler & Koch P2A1 Flare Pistol
The Heckler & Koch P2A1 Flare Pistol is available for both teams. It costs 1 supply point