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Ghost Squad: Difference between revisions
Seganamcofan (talk | contribs) (Reformat is finally complete! I'll create a link for each weapons next time.) |
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Almost all Submachine guns have overall average stats, such as hitbox, damage output and reload time. Except for the XM-2119, fire modes are Semi/Full Auto(Default) only. | Almost all Submachine guns have overall average stats, such as hitbox, damage output and reload time. Except for the XM-2119, fire modes are Semi/Full Auto(Default) only. | ||
==Fictional submachine gun (XM-2119)== | ==Fictional submachine gun (XM-2119)== | ||
The fictional submachine gun called "XM-2119" | The fictional submachine gun called "XM-2119" appear as the standard weapon of the G.H.O.S.T. Squad. The weapon was designed by Tokyo Marui and SEGA AM2 for this game and appears to be a hybrid between the [[Heckler & Koch G36C]] and the [[Heckler & Koch MP5]]. Specifically the weapon has the top-rail of the G36, an oversized dedicated foreend of an MP5 with underside vertical grip, the stock of the MP5 PDW, the 9x19mm 30-round curved magazine of the MP5, and the receiver is a mish-mash that appears to be what would happen if someone threw the receivers of an MP5 and a G36 into a blender to see the results. | ||
The XM-2119 is a very versatile weapon, holds 24 rounds by default and can be fired in single shots, 3-round bursts, or full-auto, although as a balancing feature: players have limited ammunition to fire it in full-auto as it appears it must use a custom C-beta drum magazine to fire in this mode. | |||
[[File:Hkg36c.jpg|thumb|none|400px|Heckler & Koch G36C - 5.56x45mm]] | |||
[[File:HKMP5KA5.jpg|thumb|none|400px|Heckler & Koch MP5KA5 with PDW stock and 15-round magazine - 9x19mm]] | |||
[[File:MP5A5Sure-Fire.jpg|thumb|none|400px|Heckler & Koch MP5A5 with Surefire dedicated forend weaponlight - 9x19mm]] | |||
[[File:GsgunControllerR.jpg|thumb|none|400px|Arcade ver's controller right.]] | [[File:GsgunControllerR.jpg|thumb|none|400px|Arcade ver's controller right.]] | ||
[[File:GsgunControllerL.jpg|thumb|none|400px|Arcade ver's controller left.]] | [[File:GsgunControllerL.jpg|thumb|none|400px|Arcade ver's controller left.]] | ||
[[Image:XM-2119.jpg|thumb|none|400px|The official render of "XM-2119".]] | [[Image:XM-2119.jpg|thumb|none|400px|The official render of "XM-2119". Judging by how large the silencer is, the weapon's barrel is incredibly short and likely no larger than the MP5 PDW. It also doesn't work since the gunfire from the ghosts are incredibly loud compete with muzzle flashes.]] | ||
[[Image:Ghostteama.jpg|thumb|none|400px|G.H.O.S.T. Squad Alpha unit's Soldier ''Alpha Blue''(Player1), ''Alpha Red''(Player2) wield XM-2119.]] | [[Image:Ghostteama.jpg|thumb|none|400px|G.H.O.S.T. Squad Alpha unit's Soldier ''Alpha Blue''(Player1), ''Alpha Red''(Player2) wield XM-2119. ]] | ||
==Heckler & Koch MP5A3== | ==Heckler & Koch MP5A3== |
Revision as of 12:42, 25 May 2019
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The following weapons are seen in the video game Ghost Squad, the 2007 arcade port, Ghost Squad Evolution:
Submachine guns
Almost all Submachine guns have overall average stats, such as hitbox, damage output and reload time. Except for the XM-2119, fire modes are Semi/Full Auto(Default) only.
Fictional submachine gun (XM-2119)
The fictional submachine gun called "XM-2119" appear as the standard weapon of the G.H.O.S.T. Squad. The weapon was designed by Tokyo Marui and SEGA AM2 for this game and appears to be a hybrid between the Heckler & Koch G36C and the Heckler & Koch MP5. Specifically the weapon has the top-rail of the G36, an oversized dedicated foreend of an MP5 with underside vertical grip, the stock of the MP5 PDW, the 9x19mm 30-round curved magazine of the MP5, and the receiver is a mish-mash that appears to be what would happen if someone threw the receivers of an MP5 and a G36 into a blender to see the results.
The XM-2119 is a very versatile weapon, holds 24 rounds by default and can be fired in single shots, 3-round bursts, or full-auto, although as a balancing feature: players have limited ammunition to fire it in full-auto as it appears it must use a custom C-beta drum magazine to fire in this mode.
Heckler & Koch MP5A3
Heckler & Koch MP5A3 with Knight's Armament Rail Interface System (R.I.S) with vertical foregrip, "Navy" trigger group, and a PDW folding stock is appear as "M94R" (Presumably reference for HK94, an civilian version of MP5). Its unlocked at Level 30, Its somewhat hold only 26 rounds and slightly slower reload.
Heckler & Koch PDW (2nd prototype)
The Heckler & Koch PDW, an prototype of Heckler & Koch MP7 is appear as "CPG7" and unlocked at Level 50. It has 20 rounds, very high firing rate and slight bullet penetration, But slightly less accurate due to fire rate.
Heckler & Koch UMP40
The Heckler & Koch UMP40 with RIS appear as "MP10" and unlocked at Level 77. It has 30 rounds and slightly high firing rate, But it suffers regrettably long reload. Its also used by "Indigo Wolves" terrorists aside AK-47 Beta-Spetsnaz, which doesn't have vertical foregrip.
Handguns
Almost all Handguns have smaller hitbox and low damage output, but reload time is very fast. Incorrect 2-Round Burst mode is also available on certain condition.
Smith & Wesson Model 629 "Performance Center"
The Smith & Wesson Model 629 "Performance Center" fitted with optic mount appear as "P44M" (Presumably short for "Pistol .44 Magnum") and unlocked at Level 5. It has 6 rounds and slight bullet penetration, and also able to mount a dot sight.
Beretta 92G Elite 1A
The Beretta 92G Elite 1A fitted with Aimpoint Comp M2 appear as "TM9V" (Presumably short for "Tactical Master (Beretta)92 Vertec", an airsoft gun made by Tokyo Marui) and unlocked at Level 11. This gun hold 15 rounds and built-in dot sight by default, other stats a fairly average.
Tokyo Marui Hi-Capa 5.1
The Tokyo Marui's airsoft gun Hi-Capa 5.1, which strongly resemblance from Strayer Voigt Infinity, appear as "M45R" (Presumably short for "Model .45 Racegun") and unlocked at Level 19. The Hi-Capa 5.1 are hold 15 rounds and have double damage. It is also seen in Ghost Squad soldier's leg holsters.
Single Action Army
The Single Action Army appear as "PM6" (Presumably short for "Peace Maker 6-shot") and unlocked at Level 26. The SAA are correctly hold 6 rounds and can't doubled up by Hi-cap magazine item, also have a long reload and large hitbox.
Fictional Handgun (Guardian II)
The fictional handgun called "Guardian II" is can unlocked at Level 34. Much like "XM-2119", This gun is designed by Tokyo Marui and SEGA AM2 for 2003's "Virtua Cop 3". The Guardian II hold 9 rounds and other stats a fairly average.
Heckler & Koch Mark 23
The Heckler & Koch Mark 23 with accessory rail is appear as "P4512" (Presumably short for "Pistol .45 12-rounds") and unlocked at Level 40. The Mark 23 are correctly hold 12 rounds, and also have double damage output. Its also seen in the holster of cadre of "Indigo Wolves", Alex Havoc and Laccard Zimone, but Alex does not using it.
Fictional Auto Revolver (Guardian I)
The fictional auto revolver called "Guardian I" is can unlocked at Level 60. This gun is designed by SEGA AM2 for 1994's "Virtua Cop" and also appear as most of own light gun game until early 2000's. The Guardian I hold 6 rounds and can't doubled up by Hi-cap magazine item, also have fast reload but other stats a regrettably weak.
Beretta 8045 Cougar F
The Beretta 8045 Cougar F with accessory rail is appear as "M209" and unlocked at Level 61. The 8045 Cougar are incorrectly hold 10 rounds and have large hitbox, but can't doubled up by Hi-cap magazine item for unknown reason. Its also used by "Indigo Wolves" terrorists equipped with ballistic shields, and US Secret Service Agents.
Unknown Glock Variant
The unknown Glock pistol series is seen holstered in the "Indigo Wolves" terrorists various holsters. Its visually similar to the 1st generation model.
Shotguns
Both Shotguns have 6 rounds 12 gauge buckshot and firing semi-auto by default, also have very bigger hitbox, higher damage output. Similar to handguns, incorrect 2-Round Burst mode is available on certain condition.
Benelli M4 Super 90
The heavily modified Benelli M4 Super 90 fitted with Knight's Armament vertical foregrip, M4-type stock and pistol grip adapter and extended picatinny rail system (Which referenced below) appear as "M4E" and unlocked at Level 2. Its shoots relatively inaccurate, which causes hard to avoid a casualty when hostage rescue situation.
Franchi SPAS-12
The Franchi SPAS-12 fitted with foregrip appear as "SG112" and unlocked at Level 93. Its shoots buckshot relatively accurate.
Assault Rifles, Carbines and Battle Rifles
The Full-Auto Rifles have slightly superior hitbox and damage output then the Submachine guns, but reload time are more slower. Fire modes are Semi/Full Auto(Default) only.
Colt M4A1 Carbine
The Colt M4A1 Carbine fitted with RIS, Aimpoint Comp M2 and Surefire M900 weaponlight foregrip appear as "AR4A" and unlocked at Level 32. It has somewhat less 28 rounds (Maybe a reference to actual technic for avoid malfunction), Slightly high firing rate and slightly slower reload.
ROCK SOPMOD M14
The ROCK SOPMOD M14 fitted with Surefire M900 weaponlight foregrip appear as "TR14" (Presumably short for "Tactical Rifle 14") and unlocked at Level 38. It has 20 rounds and high bullet penetration, But obviously less accurate and also slower firing rate and reload.
Tokyo Marui AK-47 Beta-Spetsnaz
The Tokyo Marui AK-47 Beta-Spetsnaz, A fictional variant of AK-47, Appear as "TK1B" and unlocked at Level 46. It has 30 rounds and medium firing rate and bullet penetration, But obviously less accurate. Its also used by "Indigo Wolves" terrorists aside Heckler & Koch UMP, which doesn't have vertical foregrip.
Heckler & Koch G36C
The Heckler & Koch G36C fitted with Surefire M900 weaponlight foregrip appear as "G50" and unlocked at Level 54. It has 30 rounds, Slightly high firing rate and slower reload.
Heckler & Koch XM29 Objective Individual Combat Weapon
The Heckler & Koch XM29 OICW fitted with Surefire M900 weaponlight foregrip appear as "XMW21" and unlocked at Level 99. It has 100 rounds for rifle which high firing rate and bullet penetration, 1 round for grenade launcher. Obviously, It suffers incredibly slower reload.
Sniper Rifles
All Sniper Rifles firing semi-auto by default, also have bigger hitbox, higher damage output and bullet penetration. Similar to handguns and shotguns, incorrect 2-Round Burst mode is available on certain condition.
Barrett M82A1
The Barrett M82A1 appear as "CAC82" and unlocked at Level 7. It has 6 rounds and double damage output. Protagonists also uses single shot variant called "CAC80" in the in-game snipe mission, which erroneously have "SPR3"'s weapon model.
Knight's Armament SR-25
The Knight's Armament SR-25 fitted with Surefire M900 weaponlight foregrip appear as "SPR11" (Presumably reference for the SR-25's USMC and US Navy designation, "Mk 11 Mod 0") and unlocked at Level 23. It has 10 rounds, and triple damage output (Even though the SR-25 uses a smaller 7.62x51mm NATO bullet).
Heckler & Koch PSG-1
The Heckler & Koch PSG-1 fitted with Knight's Armament RIS and vertical foregrip appear as "SPR3" (Presumably reference for Heckler & Koch G3, which PSG-1 based from) and unlocked at Level 69, It has 10 rounds and double damage output.
DSR-Precision DSR-1
The DSR-Precision DSR-1 fitted with Surefire M900 weaponlight foregrip appear as "SPR308" and unlocked at Level 85. It has 8 rounds, and triple damage output (Even though this DSR-1 uses a smaller 7.62x51mm NATO bullet).
Machine Guns
FN M249 Paratrooper SAW
The FN M249 Paratrooper SAW fitted with Aimpoint Comp M2 (Nonetheless, this gun can't use dot sight item) and Knight's Armament vertical foregrip is appear as "SAW24" and unlocked at Level 15. M249 have unlimited ammo with accurate and very high fire rate (Which similar stats from full-auto Rifles, but fire mode are restricted to Full-Auto only), But it causes to overheat a barrel. When overheat happen, you can't firing about 2 seconds, which very fatal for avoid damage. Protagonists also uses "SAW25" in the mission 3's boss fight, which has 50-rounds magazine with no overheating, and (undepicted) grenade launcher.
M134 Minigun
The M134 Minigun is seen mounted "Indigo Wolves" helicopters.
Launchers
FIM-92 Stinger
The FIM-92 Stinger appear as "SAN92" and Protagonists uses in the mission 1's boss fight. It also used by "Indigo Wolves" guerrilla unit's cadre, Dingo.
Fictional Bow Launcher
The fictional bow launcher called "ABG1" is unlocked at Level 43. It has 6 rounds and fire modes are Semi/3-Round Burst, fired bows are fly along gravity (This physics are also applied to Wii version's hidden weapon "Throwing star" in the Ninja Mode, and (Dolphin shaped) "Water gun" in the Paradise Mode.).
Explosives
Fictional Hand Grenade
The "Indigo Wolves" terrorists uses fictional hand grenade based Mk 2 hand grenade (Pattern) and M26 hand grenade (Overall shape).
M18A1 Claymore
The M18A1 Claymore is appear in mission 3. Which incorrectly have 5 second timer.