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No More Room In Hell: Difference between revisions
(Added how they fare "gameplay" wise.) |
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The 92FS and Glock are the only handguns chambered in 9mm in the game, and while don't have the 1 shot to kill power of the M1911, still kill within 2-3 shots to the head, so aren't too useless. | The 92FS and Glock are the only handguns chambered in 9mm in the game, and while don't have the 1 shot to kill power of the M1911, still kill within 2-3 shots to the head, so aren't too useless. | ||
[[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]] | [[Image:BerettaM92FS.jpg|thumb|350px|none|Beretta 92FS - 9x19mm]] | ||
[[Image:NMRIH_92FS_Idle.jpg|thumb|600px|none| | [[Image:NMRIH_92FS_Idle.jpg|thumb|600px|none|Safe in their home, a survivor wields his "M92FS".]] | ||
[[Image:NMRIH_92FS_Ammo.jpg|thumb|600px|none| | [[Image:NMRIH_92FS_Ammo.jpg|thumb|600px|none|Deciding to check their weapon, the survivor does an ammo check and peers at the magazine.]] | ||
[[Image:NMRIH_92FS_Reload.jpg|thumb|600px|none| | [[Image:NMRIH_92FS_Reload.jpg|thumb|600px|none|A locked back slide denotes their gun is empty, and the survivor reloads.]] | ||
==Colt M1911A1== | ==Colt M1911A1== | ||
The [[M1911 pistol series#M1911A1|Colt M1911A1]] appears as the "Colt M1911" with a black finish and has a higher power than the 92FS, though it and its ammunition are much harder to find. It can be rarely found in starting rooms and holds 7+1 rounds. | The [[M1911 pistol series#M1911A1|Colt M1911A1]] appears as the "Colt M1911" with a black finish and has a higher power than the 92FS, though it and its ammunition are much harder to find. It can be rarely found in starting rooms and holds 7+1 rounds. The M1911A1 is insinuated to be a Colt Gold Cup National Match | ||
As said, the M1911's .45ACP round make it a more potent sidearm, with it always taking 1-2 shots to drop the average zombie. The only problem with the M1911 is the rather small magazine size of 8 and the hard to find .45ACP round, though any MAC-10 usually has a decent amount loaded. | As said, the M1911's .45ACP round make it a more potent sidearm, with it always taking 1-2 shots to drop the average zombie. The only problem with the M1911 is the rather small magazine size of 8 and the hard to find .45ACP round, though any MAC-10 usually has a decent amount loaded. | ||
[[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]] | [[Image:Colt1911A1PreWar.jpg|thumb|350px|none|Colt M1911A1 - .45 ACP]] | ||
[[Image:NMRIH_M1911_Idle.jpg|thumb|600px|none| | [[Image:NMRIH_M1911_Idle.jpg|thumb|600px|none|A survivor and their M1911 stare at the trance-inducing wallpaper.]] | ||
[[Image:NMRIH_M1911_Ammo.jpg|thumb|600px|none|Doing an ammo check on the M1911]] | [[Image:NMRIH_M1911_Ammo.jpg|thumb|600px|none|Doing an ammo check on the M1911 reveals both a fully loaded magazine and trigger discipline from the survivor.]] | ||
[[Image:NMRIH_M1911_Reload.jpg|thumb|600px|none|Reloading the M1911]] | [[Image:NMRIH_M1911_Reload.jpg|thumb|600px|none|Reloading the M1911 is standard, magazine's swapped and slide released.]] | ||
==Glock 17 Gen 4== | ==Glock 17 Gen 4== | ||
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The Glock 17 is another solid choice, with 2 extra rounds and full night sights in comparison with the 92FS. Which you choose is entirely dependent on which weapon you like more. | The Glock 17 is another solid choice, with 2 extra rounds and full night sights in comparison with the 92FS. Which you choose is entirely dependent on which weapon you like more. | ||
[[Image:Glock173rdGen.jpg|thumb|350px|none|A 3rd Generation Glock 17 - 9x19mm]] | [[Image:Glock173rdGen.jpg|thumb|350px|none|A 3rd Generation Glock 17 - 9x19mm]] | ||
[[Image:NMRIH_Glock17Gen4_Idle.jpg|thumb|600px|none| | [[Image:NMRIH_Glock17Gen4_Idle.jpg|thumb|600px|none|A survivor studies a impromptu firing range in his home.]] | ||
[[Image:NMRIH_Glock17Gen4_Ammo.jpg|thumb|600px|none| | [[Image:NMRIH_Glock17Gen4_Ammo.jpg|thumb|600px|none|They decide to do a ammo check, and stare at the magazine and find an American Eagle FMJ staring back.]] | ||
[[Image:NMRIH_Glock17Gen4_Reload.jpg|thumb|600px|none| | [[Image:NMRIH_Glock17Gen4_Reload.jpg|thumb|600px|none|Having said goodbye to their copper-coated friend, the survivor reloads their Glock 17.]] | ||
==Smith & Wesson 686== | ==Smith & Wesson 686== | ||
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The 686 is a rather fun weapon, using the .357 Magnum round makes it one of the game's more powerful weapons, easily dropping both normal and National Guard zombies in 1-2 shots. While the rate of fire is slow and reload annoying, combining this with the Winchester allow you to be the zombie killing gunslinger you always wanted to be. Just make sure you keep the .357 in good supply. | The 686 is a rather fun weapon, using the .357 Magnum round makes it one of the game's more powerful weapons, easily dropping both normal and National Guard zombies in 1-2 shots. While the rate of fire is slow and reload annoying, combining this with the Winchester allow you to be the zombie killing gunslinger you always wanted to be. Just make sure you keep the .357 in good supply. | ||
[[Image:S%26WModel686.jpg|thumb|350px|none|The S&W Model 686 with 4" barrel - .357 Magnum]] | [[Image:S%26WModel686.jpg|thumb|350px|none|The S&W Model 686 with 4" barrel - .357 Magnum]] | ||
[[Image:NMRIH_SW686_Idle.jpg|thumb|600px|none| | [[Image:NMRIH_SW686_Idle.jpg|thumb|600px|none|A survivor gets a feel for his Model 686 before going outside.]] | ||
[[Image:NMRIH_SW686_Ammo.jpg|thumb|600px|none| | [[Image:NMRIH_SW686_Ammo.jpg|thumb|600px|none|An stranded survivor peers at the cylinder of his Model 686 while hiding in an attic.]] | ||
[[Image:NMRIH_SW686_Empty.jpg|thumb|600px|none| | [[Image:NMRIH_SW686_Empty.jpg|thumb|600px|none|Before trying to unstrand himself, the survivor fires his revolver to find it just spins onto a spent casing.]] | ||
[[File:NMRIH_SW686_Reload.jpg|thumb|600px|none| | [[File:NMRIH_SW686_Reload.jpg|thumb|600px|none|Having realized his mistake, he gives his 686 a fresh batch of .357 Magnum.]] | ||
==Ruger Mk III== | ==Ruger Mk III== | ||
The [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk III]] appears with a two-tone finish and holding 10+1 rounds. It is less common than the 92FS and has similar power against zombies. | The [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk III]] appears with a two-tone finish, fibre optic front sight and holding 10+1 rounds. It is less common than the 92FS and has similar power against zombies. | ||
The Ruger sits in a weird seat in NMRIH's sidearm list. It lacks the power of all the other handguns, usually taking 2-3 shots to drop your common zombie, but since the .22LR round is the lightest to carry, so you can carry a large amount of .22LR in comparison to .45 ACP or 9mm. | The Ruger sits in a weird seat in NMRIH's sidearm list. It lacks the power of all the other handguns, usually taking 2-3 shots to drop your common zombie, but since the .22LR round is the lightest to carry, so you can carry a large amount of .22LR in comparison to .45 ACP or 9mm. | ||
[[Image:RugerMkIIIBlued.jpg|thumb|350px|none|Ruger Mk III pistol - .22LR]] | [[Image:RugerMkIIIBlued.jpg|thumb|350px|none|Ruger Mk III pistol - .22LR]] | ||
[[Image:NMRIHRugerPistol_Idle.jpg|thumb|600px|none| | [[Image:NMRIHRugerPistol_Idle.jpg|thumb|600px|none|A survivor looks at his new found Ruger.]] | ||
[[Image:NMRIHRugerPistol_Ammo.jpg|thumb|600px|none| | [[Image:NMRIHRugerPistol_Ammo.jpg|thumb|600px|none|Being smart, he checks it's magazine and finds a .22LR round sitting comfortably in the feed lips.]] | ||
[[Image:NMRIH_RugerPistol_Reload.jpg|thumb|600px|none| | [[Image:NMRIH_RugerPistol_Reload.jpg|thumb|600px|none|He then reloads it, magazine's swapped and bolt released via slide release.]] | ||
==Orion Flare Gun== | ==Orion Flare Gun== | ||
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The MP5A2 sits in a weird position. It uses the common 9mm round and can deal with enemies very easily, but it's high rate of fire relegated it to either be emptied and dumped or saved for servers with "infinite ammo" mods. With the new fire selector added, the MP5 is given a new life as another 9mm projection device. | The MP5A2 sits in a weird position. It uses the common 9mm round and can deal with enemies very easily, but it's high rate of fire relegated it to either be emptied and dumped or saved for servers with "infinite ammo" mods. With the new fire selector added, the MP5 is given a new life as another 9mm projection device. | ||
[[Image:H%26KMP5-N.jpg|thumb|350px|none|Heckler & Koch MP5A2 with Navy trigger group - 9x19mm]] | [[Image:H%26KMP5-N.jpg|thumb|350px|none|Heckler & Koch MP5A2 with Navy trigger group - 9x19mm]] | ||
[[Image:NMRIH_MP5A3_Idle.jpg|thumb|600px|none|The | [[Image:NMRIH_MP5A3_Idle.jpg|thumb|600px|none|The survivor wields his MP5A2 while hiding in the attic.]] | ||
[[Image:NMRIH_MP5A3_Ammo.jpg|thumb|600px|none| | [[Image:NMRIH_MP5A3_Ammo.jpg|thumb|600px|none|Finally realizing the MP5A2 is now reasonably good, he checks it's magazine.]] | ||
[[Image:NMRIH_MP5A3_Reload.jpg|thumb|600px|none| | [[Image:NMRIH_MP5A3_Reload.jpg|thumb|600px|none|He then reloads it with a dose of HK slap and goes out to off some zeds.]] | ||
==MAC-10== | ==MAC-10== | ||
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The MAC-10 sat in the same boat as the MP5A2, usually emptied for the .45 ACP ammo or used for "infinite ammo" servers. It's high ROF make it a dangerous weapon for any inexperienced player, wasting a large amount of valuable ammo on 1-2 zeds. | The MAC-10 sat in the same boat as the MP5A2, usually emptied for the .45 ACP ammo or used for "infinite ammo" servers. It's high ROF make it a dangerous weapon for any inexperienced player, wasting a large amount of valuable ammo on 1-2 zeds. | ||
[[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - .45 ACP]] | [[Image:IngramMAC10.jpg|thumb|350px|none|Ingram MAC-10 - .45 ACP]] | ||
[[Image:NMRIH_MAC10_Idle.jpg|thumb|600px|none| | [[Image:NMRIH_MAC10_Idle.jpg|thumb|600px|none|A survivor looks at his MAC-10 while taking shelter in an attic.]] | ||
[[Image:NMRIH_MAC10_Ammo.jpg|thumb|600px|none|Doing an ammo check on the M-10]] | [[Image:NMRIH_MAC10_Ammo.jpg|thumb|600px|none|Doing an ammo check on the M-10 reveals a large .45 ACP FMJ in the magazine.]] | ||
[[Image:NMRIH_MAC10_Reload.jpg|thumb|600px|none| | [[Image:NMRIH_MAC10_Reload.jpg|thumb|600px|none|The survivor reloads the MAC-10 and prepares to search the rest of the house.]] | ||
=Rifles= | =Rifles= | ||
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The Sako 85 is the basic sniper rifle of the game. It's one of the heaviest weapons, usually relegating it's wielder to carry a light melee weapon and packs a whallop, with the .308 capable of going through multiple zed heads with a well aimed shot. | The Sako 85 is the basic sniper rifle of the game. It's one of the heaviest weapons, usually relegating it's wielder to carry a light melee weapon and packs a whallop, with the .308 capable of going through multiple zed heads with a well aimed shot. | ||
[[Image:SAKO-Hunter.jpg|thumb|350px|none|Sako 85 - .308 Winchester]] | [[Image:SAKO-Hunter.jpg|thumb|350px|none|Sako 85 - .308 Winchester]] | ||
[[Image:NMRIH_Sako85_Idle.jpg|thumb|600px|none| | [[Image:NMRIH_Sako85_Idle.jpg|thumb|600px|none|A survivor looks at his Sako 85 and realizes there are no windows in this attic.]] | ||
[[Image:NMRIH_Sako85_Scope.jpg|thumb|600px|none| | [[Image:NMRIH_Sako85_Scope.jpg|thumb|600px|none|He then checks the Sako's scope and looks at a very interesting board.]] | ||
[[Image:NMRIH_Sako85_Ammo.jpg|thumb|600px|none|Doing an ammo check on the Sako 85]] | [[Image:NMRIH_Sako85_Ammo.jpg|thumb|600px|none|Doing an ammo check on the Sako 85, one of the harder one's to see in a tense moment.]] | ||
[[Image:NMRIH_Sako85_Reload.jpg|thumb|600px|none| | [[Image:NMRIH_Sako85_Reload.jpg|thumb|600px|none|The reload has the survivor swaps magazines and cycling the action. Simple.]] | ||
==Winchester Model 1892== | ==Winchester Model 1892== | ||
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[[Image:Winchester1892Carbine.jpg|thumb|350px|none|Winchester Model 1892]] | [[Image:Winchester1892Carbine.jpg|thumb|350px|none|Winchester Model 1892]] | ||
[[Image:Winchester1873short.jpg|thumb|350px|none|Winchester Model 1873. Depicted above is the "Short Rifle" model, whereas the model in-game has the longer barrel]] | [[Image:Winchester1873short.jpg|thumb|350px|none|Winchester Model 1873. Depicted above is the "Short Rifle" model, whereas the model in-game has the longer barrel]] | ||
[[Image:NMRIH M1892 Idle.jpg|thumb|600px|none|The Winchester | [[Image:NMRIH M1892 Idle.jpg|thumb|600px|none|The survivor wields his Winchester rifle and realizes it's not an 1892.]] | ||
[[Image:NMRIH M1892 Ammo.jpg|thumb|600px|none| | [[Image:NMRIH M1892 Ammo.jpg|thumb|600px|none|Not letting that stop him, he checks the ammo of the rifle and finds a .357 round sitting right in the breech.]] | ||
[[Image:NMRIH M1892 Reload.jpg|thumb|600px|none| | [[Image:NMRIH M1892 Reload.jpg|thumb|600px|none|He decides to top off his lethal indentity-crisis and go drop some zombies.]] | ||
==Simonov SKS== | ==Simonov SKS== | ||
The [[SKS rifle|SKS]] appears with a bayonet and holds 10+1 rounds of 7.62x39mm. Currently, it is the only weapon with a unique melee attack rather than a generic shoving animation, that being the user thrusting the underslung bayonet into anything ahead of them, usually a zombie. | The [[SKS rifle|SKS]] appears with a bayonet and holds 10+1 rounds of 7.62x39mm. Currently, it is the only weapon with a unique melee attack rather than a generic shoving animation, that being the user thrusting the underslung bayonet into anything ahead of them, usually a zombie. This doesn't apply to the recently added version of the SKS that doesn't come with a bayonet. | ||
The SKS is a favorite to many survivors, due in no small part to it's power. It's much more common than the CZ 58 and fires reasonably faster than the other rifles. While it's reload is a bit slow, the ability to stab zombies in the eye is always well liked. | The SKS is a favorite to many survivors, due in no small part to it's power. It's much more common than the CZ 58 and fires reasonably faster than the other rifles. While it's reload is a bit slow, the ability to stab zombies in the eye is always well liked. | ||
[[Image:Simonov-Russian-SKS45.jpg|thumb|350px|none|Russian SKS carbine - 7.62x39mm]] | [[Image:Simonov-Russian-SKS45.jpg|thumb|350px|none|Russian SKS carbine - 7.62x39mm]] | ||
[[Image:NMRIH SKS Idle.jpg|thumb|600px|none| | [[Image:NMRIH SKS Idle.jpg|thumb|600px|none|A survivor and their SKS stand tall in a very forboding attic]] | ||
[[Image:NMRIH SKS Ammo.jpg|thumb|600px|none| | [[Image:NMRIH SKS Ammo.jpg|thumb|600px|none|The survivor does a ammo check on his SKS, pulling the bolt a bit too far.]] | ||
[[Image:NMRIH SKS Reload.jpg|thumb|600px|none| | [[Image:NMRIH SKS Reload.jpg|thumb|600px|none|He reloads his rifle via stripper clip and flicking.]] | ||
[[Image:NMRIH SKS Melee.jpg|thumb|600px|none| | [[Image:NMRIH SKS Melee.jpg|thumb|600px|none|Decided to do some weapon testing, the survivor tests his forward thrust with his SKS's bayonet.]] | ||
==Ruger 10/22== | ==Ruger 10/22== | ||
The [[Ruger 10/22]] appears with a synthetic frame and nickel barrel, and holds 10+1 or 25+1 rounds of .22LR. The 10/22 can appear with a 10-round rotary magazine or a 25-round BX-25 magazine. | The [[Ruger 10/22]] appears with a synthetic frame and nickel barrel, and holds 10+1 or 25+1 rounds of .22LR. The 10/22 can appear with a 10-round rotary magazine or a 25-round BX-25 magazine. The 10/22 in game appears to be a takedown model as well, explaining it's lighter weight. | ||
Like the Mk. III, the 10/22's niche is it's weight. While taking 2-3 shots to the noggin to drop a zombie, it's sheer low weight means it can be carried with some more potent weapons like the Sledgehammer or Fire Axe. It does boast a slightly slow reload, though the BX-25 magazine can resolve that problem. | Like the Mk. III, the 10/22's niche is it's weight. While taking 2-3 shots to the noggin to drop a zombie, it's sheer low weight means it can be carried with some more potent weapons like the Sledgehammer or Fire Axe. It does boast a slightly slow reload, though the BX-25 magazine can resolve that problem. | ||
[[Image:Ruger1022-black.jpg|thumb|350px|none|Ruger 10/22 with synthetic stock - .22LR]] | [[Image:Ruger1022-black.jpg|thumb|350px|none|Ruger 10/22 with synthetic stock - .22LR]] | ||
[[Image:NMRIH Ruger1022 Idle.jpg|thumb|600px|none| | [[Image:NMRIH Ruger1022 Idle.jpg|thumb|600px|none|A survivor wields his takedown 10/22 while admiring his horrible taste in wallpaper.]] | ||
[[Image:NMRIH Ruger1022 Ammo.jpg|thumb|600px|none| | [[Image:NMRIH Ruger1022 Ammo.jpg|thumb|600px|none|He then does an ammo check and finds a standard tiny 10-round magazine with rounds loaded.]] | ||
[[Image:NMRIH Ruger1022 Reload.jpg|thumb|600px|none| | [[Image:NMRIH Ruger1022 Reload.jpg|thumb|600px|none|Later, he reloads by swapping magazines and giving the charging handle a good old tug.]] | ||
[[Image:Ruger 1022 BX NMRiH.jpg|thumb|600px|none| | [[Image:Ruger 1022 BX NMRiH.jpg|thumb|600px|none|While searching an abandoned cabin, a survivor runs into a new 10/22 with a BX-25 magazine.]] | ||
==SA Vz.58 assault rifle== | ==SA Vz.58 assault rifle== | ||
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The CZ 858 is another good weapon, using relatively common 7.62x39mm ammo and allows for some fast fire. This can be a bit of a con considering who's firing the weapon, as any new player might waste some valuable ammo on 1-2 zombies. | The CZ 858 is another good weapon, using relatively common 7.62x39mm ammo and allows for some fast fire. This can be a bit of a con considering who's firing the weapon, as any new player might waste some valuable ammo on 1-2 zombies. | ||
[[Image:800px-Sa 58-JH01.jpg|thumb|350px|none|SA Vz. 58 - 7.62x39mm]] | [[Image:800px-Sa 58-JH01.jpg|thumb|350px|none|SA Vz. 58 - 7.62x39mm]] | ||
[[Image:NMRIH CZ858 Idle.jpg|thumb|600px|none| | [[Image:NMRIH CZ858 Idle.jpg|thumb|600px|none|A survivor and his CZ858 stand at the ready for anything.]] | ||
[[Image:NMRIH CZ858 Ammo.jpg|thumb|600px|none| | [[Image:NMRIH CZ858 Ammo.jpg|thumb|600px|none|The survivor does an ammo check on his CZ858 and finds some rounds primed to be chambered.]] | ||
[[Image:NMRIH CZ858 Reload.jpg|thumb|600px|none| | [[Image:NMRIH CZ858 Reload.jpg|thumb|600px|none|He reloads the rifle, swapping magazines and using the bolt release rather than just tugging the charging handle.]] | ||
==M16A4== | ==M16A4== | ||
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[[Image:M16A4withANPEQ&ACOG.jpg|thumb|350px|none|M16A4 with ACOG - 5.56x45mm]] | [[Image:M16A4withANPEQ&ACOG.jpg|thumb|350px|none|M16A4 with ACOG - 5.56x45mm]] | ||
[[Image:M16A4Standard.jpg|thumb|350px|none|M16A4 with carry handle attached and standard A2 handguards - 5.56x45mm]] | [[Image:M16A4Standard.jpg|thumb|350px|none|M16A4 with carry handle attached and standard A2 handguards - 5.56x45mm]] | ||
[[Image:NMRIH M16A4 Idle.jpg|thumb|600px|none| | [[Image:NMRIH M16A4 Idle.jpg|thumb|600px|none|A survivor and his M16A4 stand in the attic, contemplating what to do.]] | ||
[[Image:NMRIH M16A4 Ammo.jpg|thumb|600px|none| | [[Image:NMRIH M16A4 Ammo.jpg|thumb|600px|none|An ammo check reveals that his M16's magazine is missing feedlips.]] | ||
[[Image:NMRIH M16A4 Reload.jpg|thumb|600px|none| | [[Image:NMRIH M16A4 Reload.jpg|thumb|600px|none|Not questioning how those rounds stay in, the survivor just reloads his M16 and goes on his way.]] | ||
==FN FAL== | ==FN FAL== | ||
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The FAL is an interesting weapon to say the least, sitting between the JAE-700 and Sako. While not scoped, the power of the .308 is still there and allows for some quick zombie removal. The only fault the FAL has is it's wonky iron sights, which are rather hard to look through and can cause many misses. | The FAL is an interesting weapon to say the least, sitting between the JAE-700 and Sako. While not scoped, the power of the .308 is still there and allows for some quick zombie removal. The only fault the FAL has is it's wonky iron sights, which are rather hard to look through and can cause many misses. | ||
[[Image:Fn fal g series.jpg|thumb|350px|none|FN FAL "G Series" - 7.62x51mm NATO]] | [[Image:Fn fal g series.jpg|thumb|350px|none|FN FAL "G Series" - 7.62x51mm NATO]] | ||
[[Image:NMRiH FN-FAL 1.jpg|thumb|600px|none| | [[Image:NMRiH FN-FAL 1.jpg|thumb|600px|none|A survivor wanders a sewer system with his trusty FN FAL.]] | ||
[[Image:NMRiH FN-FAL 2.jpg|thumb|600px|none| | [[Image:NMRiH FN-FAL 2.jpg|thumb|600px|none|Hearing some distant sloshing sounds, the survivor does an ammo check on his FAL and finds it has both bullets and feed lips.]] | ||
[[Image:NMRiH FN-FAL 3.jpg|thumb|600px|none| | [[Image:NMRiH FN-FAL 3.jpg|thumb|600px|none|The reload for the FAL, old mag throws away, new one loaded in and charging handle racked back and ready to rumble.]] | ||
==Remington Model 700== | ==Remington Model 700== | ||
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The JAE-700 is a potent rifle, like the Sako before it. While it doesn't have an unscoped version, the JAE is a fast firing sniper rifle that in the right hands can lead to some very quick head explosions. | The JAE-700 is a potent rifle, like the Sako before it. While it doesn't have an unscoped version, the JAE is a fast firing sniper rifle that in the right hands can lead to some very quick head explosions. | ||
[[Image:Remington700JAE.jpg|thumb|350px|none|Remington Model 700 with JAE-700 body - .308 Winchester]] | [[Image:Remington700JAE.jpg|thumb|350px|none|Remington Model 700 with JAE-700 body - .308 Winchester]] | ||
[[Image:NMRiH JAE-700 1.jpg|thumb|600px|none| | [[Image:NMRiH JAE-700 1.jpg|thumb|600px|none|A survivor wields his JAE-700 and realizes he brought the wrong weapon for the location he's in.]] | ||
[[Image:NMRiH JAE-700 2.jpg|thumb|600px|none| | [[Image:NMRiH JAE-700 2.jpg|thumb|600px|none|The survivor peeks at the JAE-700's magazine to make certain it's loaded.]] | ||
[[Image:NMRiH JAE-700 3.jpg|thumb|600px|none| | [[Image:NMRiH JAE-700 3.jpg|thumb|600px|none|Deciding to just roll with it, the survivor reloads his JAE-700.]] | ||
=Shotguns= | =Shotguns= | ||
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The Perennia is the scattergun in it's most basic form, and works as such. It has a slow reload and only two rounds, but it's a boomstick, you only need two rounds. | The Perennia is the scattergun in it's most basic form, and works as such. It has a slow reload and only two rounds, but it's a boomstick, you only need two rounds. | ||
[[Image:Beretta SV10 Perennia III.jpg|thumb|350px|none|Beretta SV10 Perennia III - 12 Gauge - 12 Gauge]] | [[Image:Beretta SV10 Perennia III.jpg|thumb|350px|none|Beretta SV10 Perennia III - 12 Gauge - 12 Gauge]] | ||
[[Image:NMRIH SV10 Idle.jpg|thumb|600px|none| | [[Image:NMRIH SV10 Idle.jpg|thumb|600px|none|A survivor wields his mighty SV10 while bunkered up in an attic.]] | ||
[[Image:NMRIH SV10 Ammo.jpg|thumb|600px|none| | [[Image:NMRIH SV10 Ammo.jpg|thumb|600px|none|He then checks the breech and finds 2 Remington shells. Groovy.]] | ||
[[Image:NMRIH SV10 Reload.jpg|thumb|600px|none| | [[Image:NMRIH SV10 Reload.jpg|thumb|600px|none|The survivor reloads his SV10 and gets ready to blast some zeds.]] | ||
==Mossberg 500A== | ==Mossberg 500A== | ||
A [[Mossberg 500 series shotgun#Mossberg 500|Mossberg 500A]] appears, holding 5+1 shells of 12 Gauge. | A [[Mossberg 500 series shotgun#Mossberg 500|Mossberg 500A]] appears with a green tritium front sight, holding 5+1 shells of 12 Gauge. | ||
The 500A is a direct upgrade of the earlier Perennia. It packs more rounds, comes with a tritium green dot and packs the same power. It's reasonably common and serves as the reliable old pump shotgun. No frills, no problems. | The 500A is a direct upgrade of the earlier Perennia. It packs more rounds, comes with a tritium green dot and packs the same power. It's reasonably common and serves as the reliable old pump shotgun. No frills, no problems. | ||
[[Image:Mossberg500fieldShotgun.jpg|thumb|350px|none|Mossberg 500A - 12 Gauge]] | [[Image:Mossberg500fieldShotgun.jpg|thumb|350px|none|Mossberg 500A - 12 Gauge]] | ||
[[Image:NMRIH M500 Idle.jpg|thumb|600px|none| | [[Image:NMRIH M500 Idle.jpg|thumb|600px|none|A survivor and his 500A stand and wait for the undead.]] | ||
[[Image:NMRIH M500 Ammo.jpg|thumb|600px|none| | [[Image:NMRIH M500 Ammo.jpg|thumb|600px|none|Wanting to be ready for anything, the survivor checks the breech of his 500A and finds a green Remington shell in the breech.]] | ||
[[Image:NMRIH M500 Pump.jpg|thumb|600px|none| | [[Image:NMRIH M500 Pump.jpg|thumb|600px|none|Hearing some shuffling, the survivor racks his 500A dramatically.]] | ||
[[Image:NMRIHM500 Reload.jpg|thumb|600px|none| | [[Image:NMRIHM500 Reload.jpg|thumb|600px|none|Having come to his senses, he reloads the ejected shell and goes out to murder some zeds.]] | ||
==Winchester Super X3 Exhibition/Sporting== | ==Winchester Super X3 Exhibition/Sporting== | ||
The Winchester Super X3 shotgun appears, holding 5+1 shells of 12 Gauge. | The Winchester Super X3 shotgun appears, holding 5+1 shells of 12 Gauge. It comes with a tritium green front sight. | ||
The X3 is a rather interesting weapon, sitting right with the Remington 870 on the shotgun tree. While it is a semi-auto shotgun and allows for some fast reflex shooting needed on some of the close quarter maps, this can lead to ammo wasting and waiting through the rather tediously long dry reload. | The X3 is a rather interesting weapon, sitting right with the Remington 870 on the shotgun tree. While it is a semi-auto shotgun and allows for some fast reflex shooting needed on some of the close quarter maps, this can lead to ammo wasting and waiting through the rather tediously long dry reload. | ||
[[Image:Winchester_Super_X3.jpg|thumb|350px|none|Winchester Super X3 Exhibition/Sporting - 12 Gauge]] | [[Image:Winchester_Super_X3.jpg|thumb|350px|none|Winchester Super X3 Exhibition/Sporting - 12 Gauge]] | ||
[[Image:NMRIH SuperX3 Idle.jpg|thumb|600px|none| | [[Image:NMRIH SuperX3 Idle.jpg|thumb|600px|none|A survivor wields his Super X3 and stares at the nearby wall.]] | ||
[[Image:NMRIH SuperX3 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Winchester Super X3]] | [[Image:NMRIH SuperX3 Ammo.jpg|thumb|600px|none|Doing an ammo check on the Winchester Super X3 effectively has you rack the action back and either find a shell or just an empty chamber.]] | ||
[[Image:NMRIH SuperX3 Reload.jpg|thumb|600px|none| | [[Image:NMRIH SuperX3 Reload.jpg|thumb|600px|none|The survivor begins reloading his Super X3 by loading a shell into the breech.]] | ||
==Remington Model 870== | ==Remington Model 870== | ||
A [[Remington Model 870]] shotgun appears with a extended magazine tube and a synthetic Speedfeed IV stock and pump, holding 8+1 shells of 12 Gauge. | A [[Remington Model 870]] shotgun appears with a extended magazine tube and a synthetic Speedfeed IV stock and pump and tritium front sight, holding 8+1 shells of 12 Gauge. | ||
The 870 is the king of all scatter guns, with it's extended mag tube beating all shotguns before it. Powerful, reasonably accurate and reasonably fast, the 870 is tempered by the longest dry reload of the shotgun tree. | The 870 is the king of all scatter guns, with it's extended mag tube beating all shotguns before it. Powerful, reasonably accurate and reasonably fast, the 870 is tempered by the longest dry reload of the shotgun tree. | ||
[[Image:Remington870NewModel.jpg|thumb|350px|none|Remington 870 Police Magnum with black synthetic furniture - 12 gauge]] | [[Image:Remington870NewModel.jpg|thumb|350px|none|Remington 870 Police Magnum with black synthetic furniture - 12 gauge]] | ||
[[Image:Model870P MAXlg.jpg|thumb|350px|none|Remington 870 Police with a Surefire dedicated forend weaponlight - 12 gauge.]] | [[Image:Model870P MAXlg.jpg|thumb|350px|none|Remington 870 Police with a Surefire dedicated forend weaponlight - 12 gauge.]] | ||
[[Image:NMRIH R870 Idle.jpg|thumb|600px|none| | [[Image:NMRIH R870 Idle.jpg|thumb|600px|none|A survivor and his newly found 870 stand in a quiet attic.]] | ||
[[Image:NMRIH R870 Pump.jpg|thumb|600px|none| | [[Image:NMRIH R870 Pump.jpg|thumb|600px|none|Making sure the weapon is working, he fires a round and racks the action as he goes temporarily deaf.]] | ||
[[Image:NMRIH R870 Ammo.jpg|thumb|600px|none| | [[Image:NMRIH R870 Ammo.jpg|thumb|600px|none|Vowing to never do that again, he does an ammo check that would most likely eject the shell.]] | ||
[[Image:NMRIH R870 Reload.jpg|thumb|600px|none| | [[Image:NMRIH R870 Reload.jpg|thumb|600px|none|As his senses and hearing come back to him, he tops off the 870's magazine and goes on his slightly deafened way.]] | ||
=Explosives= | =Explosives= | ||
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The M67 is one of the three explosive weapons of NMRiH and is the 2nd most powerful. While not as long lasting as the Molotov or as sheer powerful as the TNT block, it's still big enough to drop at least 1-3 zeds per throw. Just make sure you're throwing it at the enemy as blasts can very easily kill allies. | The M67 is one of the three explosive weapons of NMRiH and is the 2nd most powerful. While not as long lasting as the Molotov or as sheer powerful as the TNT block, it's still big enough to drop at least 1-3 zeds per throw. Just make sure you're throwing it at the enemy as blasts can very easily kill allies. | ||
[[Image:Baseball.jpg|thumb|350px|none|M67 fragmentation grenade]] | [[Image:Baseball.jpg|thumb|350px|none|M67 fragmentation grenade]] | ||
[[Image:NMRIH M67 Idle.jpg|thumb|600px|none| | [[Image:NMRIH M67 Idle.jpg|thumb|600px|none|A survivor finds a M67 grenade in an attic.]] | ||
[[Image:NMRIH M67 Throw.jpg|thumb|600px|none| | [[Image:NMRIH M67 Throw.jpg|thumb|600px|none|Having fiddled with it, the survivor realizes he's made a horrible mistake.]] | ||
=Other= | =Other= | ||
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The Bow is for the patient. It's powerful, quiet and reasonably fast for a compound bow and is the only weapon whose ammo can be retrieved. It is also a colossal pain to use, with horrible drop and slow ROF. The bow has several achievements tied to it for exceptional marksman ship with it. | The Bow is for the patient. It's powerful, quiet and reasonably fast for a compound bow and is the only weapon whose ammo can be retrieved. It is also a colossal pain to use, with horrible drop and slow ROF. The bow has several achievements tied to it for exceptional marksman ship with it. | ||
[[Image:NMRiH Compound Bow Read.jpg|thumb|600px|none| | [[Image:NMRiH Compound Bow Read.jpg|thumb|600px|none|While wandering a favela, a survivor and his PSE find a small group of zombies.]] | ||
[[Image:NMRiH Compound Bow Drawn.jpg|thumb|600px|none| | [[Image:NMRiH Compound Bow Drawn.jpg|thumb|600px|none|Wasting no time, the survivor draws the bow back and lines up on the zombies's heads.]] | ||
[[Category:Video Game]] | [[Category:Video Game]] |
Revision as of 03:26, 9 January 2016
Work In Progress This article is still under construction. It may contain factual errors. See Talk:No More Room In Hell for current discussions. Content is subject to change. |
No More Room In Hell is a mod for the Source engine, added to Steam on October 31, 2013 via the Greenlight system. The game is a "realistic" depiction of a zombie apocalypse, with up to eight players banding together to survive. Players have a limited, though recharging amount of stamina that is used up by sprinting, jumping, or using melee attacks. Players who are at low health will have less stamina and increasingly dull vision; Players near death will see in monochrome. Zombies can bite the players, which has a chance of fatally infecting them. Infection can be temporarily stopped by pills, but can only be ended by the rare Gene Therapy that usually only spawns in supply drops in Survival mode. Infected players will start to gradually see in blurrier vision until they die and rise again as a zombie.
Weapons are all treated realistically: All closed-bolt weapons correctly track the chambered round, have different reloads for when empty, etc. Notably, unlike most games, empty shotguns will have the first shell loaded directly into the chamber. At any time, players can hold the reload key to do a check on their current magazine, in the event it has 15 rounds or less, the player will verbally state how much is in it (e.g., examining a shotgun with three shells would have them state something like "Three shots left"). If it has 16 or more, they will merely mention something like "Got a full mag" or "Gun's half-full." Weapons and other items also have weight, and players can only carry so much. Unlike most games, ammunition itself will weigh on players, forcing them to only keep how much they think they need for their current weapons. All weapons and ammo boxes have real markings on them, such as using boxes of Remington shotgun shells.
The following weapons appear in the video game No More Room In Hell:
Handguns
Beretta 92FS
The Beretta 92FS appears as the "M92FS" and can commonly be found in starting areas. Holds 15+1 rounds and comes with a tritium insert rear sight and a normal front sight.
The 92FS and Glock are the only handguns chambered in 9mm in the game, and while don't have the 1 shot to kill power of the M1911, still kill within 2-3 shots to the head, so aren't too useless.
Colt M1911A1
The Colt M1911A1 appears as the "Colt M1911" with a black finish and has a higher power than the 92FS, though it and its ammunition are much harder to find. It can be rarely found in starting rooms and holds 7+1 rounds. The M1911A1 is insinuated to be a Colt Gold Cup National Match
As said, the M1911's .45ACP round make it a more potent sidearm, with it always taking 1-2 shots to drop the average zombie. The only problem with the M1911 is the rather small magazine size of 8 and the hard to find .45ACP round, though any MAC-10 usually has a decent amount loaded.
Glock 17 Gen 4
A Generation 4 Glock 17 appears simply as the "Glock 17" and is much harder to find than the 92FS, and appears with a tan frame and holds 17+1 rounds.
The Glock 17 is another solid choice, with 2 extra rounds and full night sights in comparison with the 92FS. Which you choose is entirely dependent on which weapon you like more.
Smith & Wesson 686
The Smith & Wesson Model 686 appears as the "S&W 686" and is an uncommon weapon, though much more common than the M1911 and Glock. It has much higher power than the other pistols, but only holds 6 rounds. When using ironsights, the weapon is used as a single-action revolver. Notably, attempting to fire the revolver when empty will result in the cylinder spinning forward rather than doing nothing as in most games.
The 686 is a rather fun weapon, using the .357 Magnum round makes it one of the game's more powerful weapons, easily dropping both normal and National Guard zombies in 1-2 shots. While the rate of fire is slow and reload annoying, combining this with the Winchester allow you to be the zombie killing gunslinger you always wanted to be. Just make sure you keep the .357 in good supply.
Ruger Mk III
The Ruger Mk III appears with a two-tone finish, fibre optic front sight and holding 10+1 rounds. It is less common than the 92FS and has similar power against zombies.
The Ruger sits in a weird seat in NMRIH's sidearm list. It lacks the power of all the other handguns, usually taking 2-3 shots to drop your common zombie, but since the .22LR round is the lightest to carry, so you can carry a large amount of .22LR in comparison to .45 ACP or 9mm.
Orion Flare Gun
The Orion Flare Gun appears simply as the "Flare Gun". If fired into the sky on a Survival map, it will summon a military helicopter to drop supplies (this is not abusable as the helicopter will not drop more supplies until every single item from its previous drop has been used). Using the flare gun against Zombies can often kill several in a tightly packed group over a period of time however it will create flaming runners for all those that get too close.
As said, the Flare Gun's main use is for calling in supply drops and not much else. While yes it can catch zombies on fire, said zombies become runners and unless you're above them, they will most likely be coming for you next. And flares themselves are hard to find, so just save the Flare Gun for supplies.
Sub-machine Guns
Heckler & Koch MP5A2
The Heckler & Koch MP5A2 appears as the "MP5A3" with a Navy trigger group and one of the two automatic weapons. It can fire in semi-automatic, burst, and full automatic, and holds 30+1 rounds of 9mm.
The MP5A2 sits in a weird position. It uses the common 9mm round and can deal with enemies very easily, but it's high rate of fire relegated it to either be emptied and dumped or saved for servers with "infinite ammo" mods. With the new fire selector added, the MP5 is given a new life as another 9mm projection device.
MAC-10
The MAC-10 appears simply as the "M-10" and is one of the two automatic weapons. Prior to January 27/28 2014 it held 32+1 rounds, though now holds 30 and cannot gain another round in the chamber. Uses .45 ACP.
The MAC-10 sat in the same boat as the MP5A2, usually emptied for the .45 ACP ammo or used for "infinite ammo" servers. It's high ROF make it a dangerous weapon for any inexperienced player, wasting a large amount of valuable ammo on 1-2 zeds.
Rifles
Sako 85
The Sako 85 appears with a scope and makes a good sniper weapon. Fittingly, the map Broadway has a scripted spawn for one on the roof of the starting building for players to snipe the zombie horde below and the "Night of the Living Dead" map has a similar spawn of a Sako and 50 rounds of .308. Holds 5+1 rounds of .308 Winchester.
The Sako 85 is the basic sniper rifle of the game. It's one of the heaviest weapons, usually relegating it's wielder to carry a light melee weapon and packs a whallop, with the .308 capable of going through multiple zed heads with a well aimed shot.
Winchester Model 1892
The uncommon Winchester Model 1892 is chambered for .357 Magnum, and holds 15+1 rounds. It is either misnamed or misportrayed, since the actual 3D model of the gun is a Winchester Model 1873 Rifle. When the gun is cocked in-game, the dust cover opens and closes automatically, but on an actual Model 1873, it would only open. The "Night of the Living Dead" map has a spawn for the Winchester, mounted on the wall and subbing for the Henry 1860 used in the actual movie.
The Winchester is a very potent weapon, and serves as another way to use .357 besides the 686. Fast firing in comparison with the bolt action JAE-700 and Sako, it's still slow in comparison with the semi auto rifles and has a dreadfully tedious reload.
Simonov SKS
The SKS appears with a bayonet and holds 10+1 rounds of 7.62x39mm. Currently, it is the only weapon with a unique melee attack rather than a generic shoving animation, that being the user thrusting the underslung bayonet into anything ahead of them, usually a zombie. This doesn't apply to the recently added version of the SKS that doesn't come with a bayonet.
The SKS is a favorite to many survivors, due in no small part to it's power. It's much more common than the CZ 58 and fires reasonably faster than the other rifles. While it's reload is a bit slow, the ability to stab zombies in the eye is always well liked.
Ruger 10/22
The Ruger 10/22 appears with a synthetic frame and nickel barrel, and holds 10+1 or 25+1 rounds of .22LR. The 10/22 can appear with a 10-round rotary magazine or a 25-round BX-25 magazine. The 10/22 in game appears to be a takedown model as well, explaining it's lighter weight.
Like the Mk. III, the 10/22's niche is it's weight. While taking 2-3 shots to the noggin to drop a zombie, it's sheer low weight means it can be carried with some more potent weapons like the Sledgehammer or Fire Axe. It does boast a slightly slow reload, though the BX-25 magazine can resolve that problem.
SA Vz.58 assault rifle
The SA Vz. 58 appears as the "CZ 858" and holds 30+1 rounds of 7.62x39mm. It fires in semi-automatic only.
The CZ 858 is another good weapon, using relatively common 7.62x39mm ammo and allows for some fast fire. This can be a bit of a con considering who's firing the weapon, as any new player might waste some valuable ammo on 1-2 zombies.
M16A4
The M16A4 appears in two variants, both bearing FN Herstal markings. An M16A4 MWS variant appears with a ACOG and foregrip, and an M16A4 appears with carry handle. Along with the MP5A2, both variants can fire in semi-automatic and burst, and hold 30+1 rounds of 5.56x45mm. It is worth noting that unlike most Source games and mods, the M16A4 MWS scope actually shows the environment on the other side at all times, not just when aiming down it.
The M16A4 is a well liked weapon. While 5.56 isn't too common, the M16's ACOG allows it to be used as an ersatz sniper rifle if a group is without one. Again, like all semi auto rifles, the capability of emptying the magazine on nothing is always there.
FN FAL
The FN FAL appears as the only semi-automatic .308 rifle in the game. This is the only .308 rifle that has iron sights instead of a scope, and holds 20+1 of .308.
The FAL is an interesting weapon to say the least, sitting between the JAE-700 and Sako. While not scoped, the power of the .308 is still there and allows for some quick zombie removal. The only fault the FAL has is it's wonky iron sights, which are rather hard to look through and can cause many misses.
Remington Model 700
The Remington Model 700 appears as the "JAE-700" with a JAE-700 body, and holding 10+1 of .308.
The JAE-700 is a potent rifle, like the Sako before it. While it doesn't have an unscoped version, the JAE is a fast firing sniper rifle that in the right hands can lead to some very quick head explosions.
Shotguns
Beretta SV10 Perennia III
The Beretta SV10 Perennia III appears, currently the only over-under shotgun in the game. Rather obviously, it holds 2 of 12 Gauge shells. One Perennia is rigged to spawn on a weapon rack on the "Night of the Living Dead" map.
The Perennia is the scattergun in it's most basic form, and works as such. It has a slow reload and only two rounds, but it's a boomstick, you only need two rounds.
Mossberg 500A
A Mossberg 500A appears with a green tritium front sight, holding 5+1 shells of 12 Gauge.
The 500A is a direct upgrade of the earlier Perennia. It packs more rounds, comes with a tritium green dot and packs the same power. It's reasonably common and serves as the reliable old pump shotgun. No frills, no problems.
Winchester Super X3 Exhibition/Sporting
The Winchester Super X3 shotgun appears, holding 5+1 shells of 12 Gauge. It comes with a tritium green front sight.
The X3 is a rather interesting weapon, sitting right with the Remington 870 on the shotgun tree. While it is a semi-auto shotgun and allows for some fast reflex shooting needed on some of the close quarter maps, this can lead to ammo wasting and waiting through the rather tediously long dry reload.
Remington Model 870
A Remington Model 870 shotgun appears with a extended magazine tube and a synthetic Speedfeed IV stock and pump and tritium front sight, holding 8+1 shells of 12 Gauge.
The 870 is the king of all scatter guns, with it's extended mag tube beating all shotguns before it. Powerful, reasonably accurate and reasonably fast, the 870 is tempered by the longest dry reload of the shotgun tree.
Explosives
M67 hand grenade
The M67 hand grenade appears simply as the "Grenade" and is a rare item to find. It is ineffective at killing zombies, but can damage them in a very large radius.
The M67 is one of the three explosive weapons of NMRiH and is the 2nd most powerful. While not as long lasting as the Molotov or as sheer powerful as the TNT block, it's still big enough to drop at least 1-3 zeds per throw. Just make sure you're throwing it at the enemy as blasts can very easily kill allies.
Other
PSE Deer Hunter Compound Bow
A PSE Deer Hunter Compound Bow appears in the game. The scope can be used when drawn and aimed.
The Bow is for the patient. It's powerful, quiet and reasonably fast for a compound bow and is the only weapon whose ammo can be retrieved. It is also a colossal pain to use, with horrible drop and slow ROF. The bow has several achievements tied to it for exceptional marksman ship with it.