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Operation Flashpoint: Cold War Crisis: Difference between revisions
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[[Image:OPFPStrela.jpg|thumb|none|600px|The SA-7 Grail reticle. This reticule is unique to the SA-7.]] | [[Image:OPFPStrela.jpg|thumb|none|600px|The SA-7 Grail reticle. This reticule is unique to the SA-7.]] | ||
[[Image:OPFPStrela-2.jpg|thumb|none|600px|Firing the SA-7 Grail.]] | [[Image:OPFPStrela-2.jpg|thumb|none|600px|Firing the SA-7 Grail.]] | ||
[[Image:OPFPStrela-1.jpg|thumb|none|600px|A | [[Image:OPFPStrela-1.jpg|thumb|none|600px|A resistance member holds the SA-7 Grail.]] | ||
= See Also = | = See Also = |
Revision as of 13:24, 16 February 2018
Overview
Operation Flashpoint: Cold War Crisis is a tactical shooter released in 2001. Set in 1985, the plot involves a fictional conflict between United States and Soviet military forces in an Eastern European island chain. The game features a wide variety of Cold War-era weapons. A number of patches and a separate expansion pack (Resistance) were released later, adding more weapons, but for purposes of simplicity this article covers both the weapons that were in the game from the start and the ones that were added later. Since the game's release, a huge number of additional weapons have been created by modders, including more detailed and/or technically correct versions of the existing weapons. However, such user-made 'addons' are not covered in this article.
- This was one of the first FPS games to feature usable iron sights as an alternative to a crosshair. These iron sights are not 3D models like in more recent games, but rather a silhouette of the weapon's sights superimposed over the screen when the player toggles the sights.
- Unlike in most games, where your ammunition is divided into what's in your gun and number of spare bullets, ammunition is divided up into magazines. Reloading your weapon when the magazine is only partially empty puts that magazine back into your inventory, and as soon as you've used all your full magazines, you'll start loading the partially-empty ones.
- OFP's engine has very complex ballistics for its time, featuring bullet drop and travel time (though not wind speed), meaning that you both have to lead moving targets and compensate for drop over long distances. It also calculates sound travel time, meaning that you can be killed by a bullet before you hear the report of the rifle that fired it.
- Combat takes place at long ranges (often beyond 200 meters) and weapon accuracy primarily depends on the player's stance and status. If you're, say, injured, out of breath, and standing, you won't be able to hit the broad side of a barn, while if you're laying prone, uninjured and well rested, your aim will be steady.
- The damage dealt by weapons is harsh and universal. A shot to the head is fatal without question, while it usually only takes a few shots to the torso to kill. The game calculates ballistic damage with some degree of randomization; so, as in real-life, it's theoretically possible (though very unlikely) to sustain a dozen injuries without dying. If you are shot, however, you suffer debilitating effects depending on the location of the wound. For instance, injuries to the arms and legs can result in wobbly aim and the inability to walk, respectively.
The following weapons can be used in the latest version (1.96) of Operation Flashpoint: Resistance
Handguns
Beretta M9
- Only available in the Resistance expansion pack
The Beretta M9 is the standard US sidearm in the game. Its magazine capacity is incorrect at only 10 rounds instead of 15. For a 'standard sidearm' this is very rare, because the handguns were only added in the Resistance expansion. Since the Resistance campaign features few American soldiers, this pistol is only available after you receive the arms shipment from the Americans in the mission "Contraband". Meanwhile, the Cold War Crisis campaign (which is played from the US perspective) was made before the pistols were added to the game, so no pistols are available in it. This weapon is also something of an anachronism. Cold War Crisis takes place in early 1985, and the Resistance campaign takes place two years earlier in 1983. While the gun did exist in both of those years, it hadn't even begun to replace the M1911A1 in Army service in 1985.
"First Model" CZ 75
- Only available in the Resistance expansion pack
The "First Model" CZ 75 is the Resistance sidearm of choice. Its magazine capacity is incorrect at 14 rounds instead of 16.
Glock 17
- Only available in the Resistance expansion pack
The Glock 17 is used on rare occasions by US special forces operatives. It comes in both unsuppressed and suppressed versions. Due to its accuracy, subtlety (when suppressed), and capacity, it's arguably the best pistol in the game. Like most of the other pistols, its magazine capacity is incorrect at 14 rounds instead of 17.
Smith & Wesson Model 686
- Only available in the Resistance expansion pack
As the S&W. The Smith & Wesson Model 686 is the most powerful handgun in the game and likely the most accurate. It is extremely rare, however, because it was added in one of the last patches and none of the official missions incorporate it. It has no doubt seen some use in user-made missions, however, and you can always test the weapon in the mission editor.
Tokarev TT-33
- Only available in the Resistance expansion pack
The Tokarev TT-33 is the standard Soviet sidearm. Given the 1980s setting, it's peculiar that the Soviet soldiers in the game use the TT-33, not the Makarov PM.
Submachine Guns
Heckler & Koch MP5SD-N1
The Heckler & Koch MP5SD-N1 features as the main weapon of the US special forces operatives (or 'black ops' as they're referred to in-game). It is easily identified as an SD-N1 by its collapsible metal stock and Navy trigger group. It also features a SureFire tactical light (though this cannot be used). The weapon itself is named simply "HK" inside the game.
IMI Uzi
- Only available in the Resistance expansion pack
The IMI Uzi is added in the Resistance expansion pack. It features a sound suppressor and is used rarely by US special forces operatives and occasionally by Resistance fighters.
Ingram MAC-10
- Only available in the Resistance expansion pack, added in 1.85 update
As the Ingram. The Ingram MAC-10 is used by Resistance snipers (of all people) as a backup weapon. Having been added in a late patch, no official missions contain this weapon, but it has seen use in user-made missions.
PP-19 Bizon-2
- Added in 1.30 update
The Izhmash PP-19 Bizon-2 appears in the game, acting as the Eastern Bloc equivalent of the MP5 SD3. It features a 64-round helical magazine and a sound suppressor. Spetsnatz operatives use it instead of the AKS-74U when stealth is required. Its performance is similar but inferior to that of the MP5, with poorer stopping power (thanks to its shorter cartridge, resulting in less muzzle velocity and thus energy delivered to the target), poorer accuracy, and a shorter effective range. This weapon is another anachronism, as it was developed in the early 1990s and didn't exist in 1985.
Skorpion
- Only available in the Resistance expansion pack
The Škorpion SA is used by Nogovan police officers and also occasionally by Spetsnatz operatives.
Shotguns
CZ-581
- Added in 1.20 update
The CZ-581 over-and-under shotgun appears in the game as the 'Kozlice' ( which is simply the Czech word for double-barreled rifle or shotgun with barrels aligned vertically ), and is the sole shotgun in the game. It is used occasionally by civilian militia and Resistance fighters in the Red Hammer and Resistance campaigns. It features prominently in one of the first missions of the Resistance campaign, where the player is given the choice to use the gun to kill some Soviet soldiers intruding upon his property, or else turn the Resistance fighter hiding in his barn over to them and become their informant in the process.
The gun can fire two types of ammunition, ball and shell. Shells consist of several pellets and have decent stopping power, but ball is not particularly powerful. Neither type of ammunition is particularly accurate. Each ball or shell takes up one whole inventory slot (up to a maximum of ten), meaning that it's impossible to carry more than 10 rounds of ammunition for this gun at any one time! (For comparison, a 30 round magazine for an assault rifle fits in the same space as one shell for the shotgun) Combined, all of these negative traits make the CZ-581 the worst weapon in the game.
Assault Rifles
AK-47
The AK-47 is featured in the game. It is functionally identical to the AK-74 and, like it, features an incorrect three-round burst fire mode. The AK-47 is very uncommon compared to the newer AK-74, and is only seen used by some Resistance members. Some examples come with a mounted GP-25 grenade launcher.
AK-74
The AK-74 features as the standard issue assault rifle of the renegade Soviet forces. Its performance is very similar to that of the M16A2. It is incorrectly depicted as having a third fire mode, 3-round burst, in addition to single shot and full auto. The model has an AK-47 type downward angled stock (as opposed to the straight stock of the AKM and AK-74) and a 7.62 shaped magazine, which suggests that the developers simply took the AK-47 model, re-skinned the magazine and added an AK-74 muzzle brake, and passed the result off as an AK-74. Some examples come with a GP-25 grenade launcher attachment which can fire both grenades and flares for nighttime illumination.
"AK74 SU"
A carbine identified as an "AK74 SU" (presumably intended to be an AKS-74U) appears in the game as the standard issue weapon of Soviet helicopter pilots, vehicle crews and Spetsnatz operators. It seems to be functionally identical to the AK-74, but is probably somewhat less accurate. Like the AK-74, the AKS-74U's model has an incorrect 7.62 shape magazine. It also has a strange look to it, with silver finish and furniture, and an AKMS-style stock. Despite all this, it uses the same 5.45x39mm ammunition as the AK-74. From the fact that the weapon has a milled receiver and the rear sight is incorrectly mounted on the front trunion rather than on the top cover it appears that this weapon is not based on an actual AKS-74U but on an airsoft weapon.
FN FAL
- Only available in the Resistance expansion pack
The FN FAL is featured in the Resistance expansion pack and is used occasionally by Resistance fighters. Some of these rifles are made available if the player successfully receives the arms shipment from the Americans during the Resistance campaign. The front sight is conspicuously absent on the world model.
Heckler & Koch G3A4
- Only available in the Resistance expansion pack
The Heckler & Koch G3A4 is featured in the Resistance expansion pack and is used occasionally by Resistance fighters. Some of these rifles are made available if the player successfully receives the arms shipment from the Americans during the Resistance campaign.
Heckler & Koch G36E
- Added in 1.30 update
The Heckler & Koch G36E is available in the game as of version 1.30. There are two inaccuracies associated with this weapon. The first is that, like all of the Kalashnikov rifles in the game, the G36 has an incorrect 3-round burst fire mode. Another issue is that it is anachronistic. All of the game's campaigns take place in 1985 or earlier, which is no fewer than 5 years before the rifle was designed and 11 years before production started. On the other hand, the weapon doesn't appear in either of the campaigns made by the developers (Cold War Crisis and Resistance), only the (arguably official) Red Hammer campaign, which was made by the publishers and is widely regarded to be of inferior quality. It's possible the developers just made this weapon to be used in missions in which the date is not stated or irrelevant, and this does indeed seem to be the case. The G36 is a common sight in the many user-made multiplayer missions, where it's a favored alternative to the M16.
M16A2
The M16A2 features prominently as the standard issue assault rifle on the American side. The player is trained in its use in the campaign tutorial and it is available in the majority of missions. It is highly accurate in single shot mode and its sights are superior to the AK-74's. In the mission 'Combined Arms', one soldier in the player's squad proclaims his admiration of the M16, asking "How could you not love it?". Some examples come with a mounted M203 grenade launcher which can fire both grenades and flares for nighttime illumination. Also, the ordinary one can fire rifle grenades (grenades that fit onto the end of a rifle barrel and use a bullet trap to harness the energy of a fired bullet for propulsion), in the game referred to as mortars.
Strangely enough, the M16A1 is completely absent from the game, despite the fact that the M16A2 was only just starting to replace it in 1985 and, even then, was only being issued to the Marines at that time (the US forces in the game are US Army).
SA Vz.58
The SA Vz.58 is featured in the game as the "AK47 CZ" (despite having virtually nothing to do with the Kalashnikov rifle series). It is the main assault rifle of the Resistance forces (who appear to be of Czech origin). Like the Kalashnikov rifles in the game, it has an incorrect three-round burst fire mode. It is functionally identical to the AK-47, and even uses the exact same magazines, which is incorrect.
Steyr AUG A1
- Added in 1.30 update
The Steyr AUG appears in the game. It is very rare and is used by US soldiers on only one occasion in a single mission. Mid-way through the Resistance campaign, the player can obtain a few of these rifles if they successfully receive the arms shipment from the Americans. Due to its accuracy and integral telescopic sight, the AUG is one of the best weapons the player has available to them at that point.
XM177E2
The XM177E2 is the standard issue weapon of US helicopter pilots and vehicle crews. Its function is very similar to the M16A2 except it has a full-automatic fire mode instead of the M16's burst mode and is a bit less accurate than the full length rifle. There is also a special version (added in the 1.30 update) with a generic red dot sight (with notches carved in it, funnily enough), designated the XM-177S, which is occasionally used by US 'black ops', who are the generic special forces soldiers in the game. For some reason, both the view and world models of the gun are missing their flash hider.
Sniper Rifles/Designated Marksman Rifles
M21
The M21 features as the sole sniper rifle of the US forces. It uses the 20-round magazine, has a scope with an adjustable zoom and it has a subtle camouflage finish. It is used by US snipers and, occasionally, special forces operatives. Though it is somewhat rare for the first half of the campaign, in the last quarter of the missions there is often at least one M21 available in the pre-mission equipment selection, and it is one of the most popular weapons in multiplayer. With twice the magazine capacity and an adjustable scope which is arguably easier to use, the M21 is widely regarded as superior to the SVD, its Soviet equivalent.
Remington 700
- Only available in the Resistance expansion pack, added in 1.85 update
The Remington 700 appears as the "Hunting Rifle". It is (in theory) the Resistance sniper rifle, but since it is a late addition it isn't in any of the official missions. Oddly enough, the bolt handle is on the left side.
SVD
The SVD Dragunov features as the Soviet sniper rifle. It it similar to the M21, but it is moderately more powerful, though it has half the M21's magazine capacity. It is used by Soviet snipers and, on occasion, Spetsnatz operatives. Strangely, the front sight is absent from the view model (i.e. the more detailed model you see in first person view) but it's still visible on the world model.
Machine Guns
Browning M2
The Browning M2 12.7mm machine gun is used by all sides (even the Soviets, who should be using the DShK or NSV. Mods like FFUR correct this), either as a fixed weapon mounted on a tripod or mounted on numerous US vehicles such as the UH-60 Black Hawk, CH-47D Chinook, M113 personnel carrier, M151 jeep and others. Fairly accurate and very powerful, the M2 can be used to great effect against infantry, light armored vehicles and even slow-moving aircraft. In one of the missions in the Cold War Crisis campaign, the player is ordered to man one during the defense of a port and typically uses it to mow down a dozen or so attacking Soviet infantry with it before having to fall back.
M60
The M60 appears as the standard issue GPMG of the American forces. Operation Flashpoint does a good job of emphasizing the importance of a machine gun in battle, and as a squad leader the player soon learns to base their strategy around their machinegunner's base of fire.
PKM
The PKM Machine Gun appears as the standard issue GPMG of the Soviet and Resistance forces. It sports the same sights as the AK series in this game.
Grenades
M-26 hand grenade
The M26 hand grenade is used by all sides, and is the sole grenade type in the game. In addition to their primary weapon, riflemen on all sides have a standard loadout of six hand grenades. They're ideal for killing enemies behind cover and in forests, and can be useful for destroying vehicles up close, but otherwise they're quite useless so most players drop them to make room for more ammunition. Strangely enough, the grenades are not fuse detonated but simply detonate on impact. You'd definitely not want to drop one after pulling the pin.
- It's likely, given the 1980s setting, that the grenade is actually the improved M-61, but it's impossible to tell, no specific details are given of the weapon.
- Some game modifications, such as the Enhanced Configuration Project, rework grenades so they bounce off of objects and are fuse-detonated, rather than detonating on impact. ECP also replaces the single grenade model with different models for each side: the M-26 for the Americans, and the RGD-1 for the Soviets.
Launchers
AT-4 Spigot
The AT-4 Spigot (Russian: 9K111 Fagot) missile system (itself similiar to the Western TOW) is incorrectly portrayed as a shoulder-fired launcher, and is identical to the Carl Gustav in terms of performance.
Carl Gustav M2 Recoilless Rifle
The Carl Gustav M2 Recoilless Rifle is the heavy anti-tank weapon used by US forces in the game.
FIM-92A Stinger
The FIM-92A Stinger is featured in the game and serves as the man-portable anti-aircraft missile launcher for the US side.
M72 LAW
The M72 LAW is the primary man-portable anti-tank weapon of the American forces. It is incorrectly depicted as being reloadable when it is, in fact, designed to be disposed of after one shot.
MM-1
- Added in 1.30 update
The MM-1 revolver grenade launcher appears in the game and is used by American heavy grenadiers in some missions. Very powerful, but it lacks any working sights and it's impossible to carry more than 12 grenades (that's one magazines' worth) at once, meaning that hitting anything at range requires guesswork, with only 12 tries to get it right. A very difficult weapon to use effectively unless you're fighting right next to a crate full of grenades for it.
RG-6 Grenade Launcher
- Added in 1.30 update
The RG-6 grenade launcher appears in the game as the 6G-30 and is used by Soviet heavy grenadiers in some missions. Like the MM-1, it's impossible to carry more than 12 grenades for this weapon at any one time, but the fact that you can't fire all of those at once (it only holds 6 grenades at a time) and the fact that the RG-6 has a ladder sight (difficult to use though it may be) mean that this weapon is somewhat more effective than the MM-1, but still highly impractical for doing anything but defending an ammunition stockpile.
RPG-NH-75
The RPG-NH-75 appears in the game as the standard man-portable anti-tank weapon for the Soviets. It is functionally identical to the M72 LAW and, like it, is incorrectly depicted as reloadable. In real life the NH-75 is a Czechoslovakian made anti-armour weapon and would not likely be used by Soviet forces. A better choice would have been the functionally similar RPG-18 or RPG-22.
SA-7 Grail
The SA-7 Grail appears in the game as the 9K32 Strela, and is functionally identical to the Stinger. It is used by Soviet and Resistance infantry.
See Also
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