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== ACM captions == | == ACM captions == | ||
[[Image:ACM-GFastPistol-Idle.jpg|thumb|none|600px|"Gorman's Pistol" on hand. All legendary weapons in the game are stronger than their normal counterparts in their base form for gameplay purposes.<br>Despite the description mentioning "high accuracy", it is not any more accurate than the rest of the other baseline pistols.]] | [[Image:ACM-GFastPistol-Idle.jpg|thumb|none|600px|"Gorman's Pistol" on hand in "Tribute" (LV-426 Bug Hunt map). All legendary weapons in the game are stronger than their normal counterparts in their base form for gameplay purposes.<br>Despite the description mentioning "high accuracy", it is not any more accurate than the rest of the other baseline pistols.]] | ||
[[Image:ACM-GFastPistol-Reload.jpg|thumb|none|600px|Reloading the pistol is nothing new, though.<br>The description also refers the pistol's owner incorrectly referred to as "William Gorman" (in reference to [[William Hope]], his actor), Gorman's first initial in [[Aliens|the film]] is seen as S., which would later stand for "Scott" in ''Alien: The Weyland-Yutani Report'' reference guide.]] | [[Image:ACM-GFastPistol-Reload.jpg|thumb|none|600px|Reloading the pistol is nothing new, though.<br>The description also refers the pistol's owner incorrectly referred to as "William Gorman" (in reference to [[William Hope]], his actor), Gorman's first initial in [[Aliens|the film]] is seen as S., which would later stand for "Scott" in ''Alien: The Weyland-Yutani Report'' reference guide.]] | ||
[[Image:ACM-GFastPistol-Execution1.jpg|thumb|none|600px|In case one would still wonder (from the image above) how would you (or the marine pictured here) do such a thing, performing a melee attack (with a corresponding feedback animation, indicated by "Press [Melee Key]" prompt) that hits a xenomorph while it is | [[Image:ACM-GFastPistol-Execution1.jpg|thumb|none|600px|Several pistol whips later, the marine points the points the gun at the side of the xenomorph's head. Sadly no qualms for self-safety.]] | ||
[[Image:ACM-GFastPistol- | [[Image:ACM-GFastPistol-Execution2.jpg|thumb|none|600px|As demonstrated here.]] | ||
[[Image:ACM-GFastPistol-Execution3.jpg|thumb|none|600px|In case one would still wonder (from the image above) how would you (or the marine pictured here) do such a thing, performing a melee attack (with a corresponding feedback animation, indicated by "Press [Melee Key]" prompt) that hits a xenomorph (specifically the xenomorph warrior only) while it is on low health has a chance to perform an "execution" attack using their currently active sidearm. One of three animations will be played, and this is the third one.<br>Though sometimes, the xenomorph's animation and position will desync (this is supposed to be aiming under the xenomorph's chin, seen below).]] | |||
[[Image:ACM-GFastPistol-Execution4.jpg|thumb|none|600px|But the question still remains, ''why''?]] | |||
[[Image:ACM-GFastPistol-Downed.jpg|thumb|none|600px|Flourishing the all-black polymer pistol while downed.]] | |||
__TOC__ | __TOC__ |
Revision as of 03:44, 11 October 2022
I will do my own sandbox stuffs later on (if I have more pages or something), but i feel like I want to rewrite the MGS1 page first to atleast make it stand out (but i do not have screencaps for it).
Your Lies in a Forgotten Era
Your Lies in a Forgotten Era is an original series by XSlayer300, that depicts the "Forgotten War", a large-scale, apocalyptic war prior to the events of Terra which combines elements of the first and second World Wars.
Project Remnant is a series of which it specifically depicts the weapons used in Your Lies in a Forgotten Era, being used after the war.
The following weapons appear in the Your Lies in a Forgotten Era series:
US Weapons
Handguns
"R35 Service Pistol"
The main sidearm of the United Federation Army, the .45 ACP "R35 service pistol" combines elements of various Colt firearms: the Model 1903 Pocket Hammerless, the Model 1900 and the military M1911.
"R35 Custom"
Corporal [redacted name for now, not a spoiler tho] uses a custom variant of the "R35" pistol as his signature weapon, with a threaded barrel, slightly extended magazine (holding 9 rounds), enhanced sights and an array of other custom modifications. These modifications are inspired by Naked Snake's custom M1911A1 in Metal Gear Solid 3: Snake Eater.
One noteworthy thing about the R35 custom is that in addition to standard rounds, it can fire grenade rounds as well as a blank round for an airstrike. The reason that the weapon fires grenades is that a ghostly apparition of [X]'s squadmate would suddenly appear and fire an actual rocket grenade at the target. They would then disappear afterwards or sometimes, after the battle, commending [X]'s efforts by saluting then disappearing.
Submachine Guns
"R66 SMG"
The "R66" submachine gun appears, which is a stylized version of the (briefly-adopted) M2 Hyde submachine gun, with a telescopic stock and heat shield.
Shotguns
"R21 Frontier Shotgun"
(To be filled)
Semi-Automatic Rifles
"R60 Repeater Rifle"
The "R60 Repeater" is the standard, main battle rifle of the United Federation Army prior to [XXXX]. It takes large inspiration of the .276 Pederson rifle, the frame and sights of the Lee-Enfield and the heatshield of the M14E2 automatic rifle.
"MX67 Anti-Tank Rifle"
The "MX67" anti-tank rifle makes a rare appearance, being a Winchester-Williams anti-tank rifle, but with a stylized, olive-green fore, a muzzle brake from BOCW, a hybrid stock from a Lahti L-39 and a Boys AT and finally, a grip from a Lewis Gun.
Automatic Rifles
"R42 Assault Phase Rifle"
The "R42" appears as the assault phase rifle, primarily based out of the Lewis Assault Phase Rifle. It is combined with Lee-Enfield sights, the pistol grip, the wooden fore, the fire control group and the magazine from the FN Model D.
"R41 Storm Rifle"
(To be filled)
Manually Operated Rifles
"R27 Crackshot Rifle"
(To be filled)
Machine Guns
"MX33 Medium Machine Gun"
(To be filled)
Metal Gear Solid
Metal Gear Solid is the classic 1998 Playstation game (later ported to the PC in 2000 and PS3 in 2008) that brought the previously obscure Metal Gear franchise up to date and made "stealth gameplay" the gimmick every game felt it needed to copy. Starring an agent named Solid Snake (David Hayter) working for a secret special operations unit called FOXHOUND, the story finds him ordered to infiltrate a nuclear disposal facility to rescue hostages and deal with terrorists. However, soon things prove to be far more complex as the series' titular Metal Gear, a nuclear-armed bipedal armored vehicle, becomes involved.
Metal Gear Solid: The Twin Snakes is a 2004 remake released exclusively for the Gamecube. Released after the formal sequel, Metal Gear Solid 2: Sons of Liberty, it uses the same graphics engine and has vastly improved visuals, and incorporates almost all the gameplay improvements of the sequel, such as first-person aiming, as well as including tranquilizer weaponry. It was criticized for featuring a series of additional cutscenes where Snake performs cartoonish feats including using a missile as a platform for launching himself into the air and throwing a hand grenade down a tank's gun barrel by pitching it like a baseball.
The following weapons appear in the video game Metal Gear Solid and its remake Metal Gear Solid: The Twin Snakes:
(table of contents)
Overview
Metal Gear Solid is relatively simple compared to its later successors, being more of a remake of Metal Gear 2 (and by a lesser extent, Metal Gear) which shares most of its gameplay elements to its prior game, and expands upon them. At the beginning of the game, Solid Snake (referred to as Snake then on) starts off with a small health bar and can carry a limited amount of ammo, but as more bosses are defeated, Snake's maximum health and maximum ammo will increase (though in the Twin Snakes, Snake starts with the maximum health and ammo possible).
The player can carry an unlimited number of inventory items, all of which is accessible. Although two of them (one for a weapon slot and another for items) can be quick used at a time, this same system would be applied later to its sequel. Having no weapons equipped will allow Snake to perform melee attacks up close, which are rendered by the game as lethal (unlike the other games in the series, including Twin Snakes). Snake can perform what is known as a "Tactical Reload", where in unequipping and re-equipping the weapon will allow the weapon to be reloaded instantly, and it is the only way to reload with a firearm that has remaining rounds in the magazine. This feature would be retained in the following games (and its remake) until Metal Gear Solid 4: Guns of the Patriots.
The game introduces the term "on-site procurement", which serves as a gameplay mechanic throughout the series. Snake starts off without any inventory items barring smuggled cigarettes; he can only obtain weapons that are available either lying around levels or at storage areas throughout the game world. He cannot obtain weapons that are dropped from slain enemies nor some characters in some events, though they can sometimes drop items or ammo which Snake can use.
Exclusive to the Integral version and the PC port of the game, the player can optionally enter through the first person perspective for most of the sections of the game, although Snake's weapon is not seen in his hands while equipped.
The Twin Snakes remake heavily derives on the gameplay mechanics from Metal Gear Solid 2 as mentioned earlier. As such, it uses the same first person view system as that game as well as non-lethal takedowns (through the use of aforementioned tranquilizer weaponry and melee attacks). Since the base game isn't changed, the net result is to make the game excessively easy compared to the original (since the player can abuse the first person perspective behind cover). And since the cinematics are mostly not deviated from the original game (excluding exaggerated feats), defeating some bosses with non-lethal weaponry will not have its cinematics altered (but the gameplay will register it as non-lethal takedowns), and will end as if Snake defeated the boss with lethal weapons.
Pistols
Heckler & Koch Mark 23 Phase II Prototype
The Phase II prototype of the H&K Mk 23 Mod 0, referred to in-game as the "SOCOM," is Solid Snake's weapon of choice throughout the game, always brandishing it most cutscenes involving an armed confrontation. It comes with a LAM unit and can permanently accept a suppressor which is non-degradable. At least one of the Genome Soldiers also carried the gun, seen when Snake travels through the hallway where Gray Fox slaughtered the soldiers stationed outside Emmerich's lab.
Like the FAMAS, the Mk 23 was deliberately chosen for its large size and blocky appearance; the former to make the pistol easier to see in Snake's hands in the overhead view the original game mostly took place in, and the latter to go easy on the PlayStation's relatively weak 3D capabilities.
Twin Snakes version
IMI Desert Eagle Mark XIX
The Desert Eagle Mark XIX appears in the game as Meryl's weapon of choice. It appears to be the .50 AE version due to it not having a fluted barrel in either versions of the game.
Twin Snakes version
Colt Single Action Army
The Colt Single Action Army appears as Revolver Ocelot's weapon of choice; unobtainable for the player. He has the ability to precisely bounce shots off multiple walls to hit targets in cover with it, however it is slow to reload. He refers to it as "the greatest handgun ever made", claiming that its six bullets are "more than enough to kill anything that moves." After losing his right hand, Revolver Ocelot is seen wearing his Single Action Army in a holster when Snake is captured.
Twin Snakes version
Submachine Guns
MP5SD2
The MP5SD2 is only available in the Japan-only Metal Gear Solid: Integral and the PC port of the original game. It can only be obtained by starting a new game on the "Very Easy" difficulty, where it will appear in your inventory immediately after the introductory cutscene. It has a extremely fast fire-rate and infinite ammo, that together with it being integrally suppressed enables far more reckless play of the game on the "Very Easy" difficulty.
Rifles
FAMAS G1
The FAMAS rifle (albeit named "FA-MAS" in the original game) is the standard issue weapon of the Genome Army, serving as the player's only fully automatic weapon which cannot be suppressed. Solid Snake, Meryl, and Liquid Snake also use the FAMAS. One unique aspect to the FAMAS compared to other bullet-firing weapons is that the last three rounds in the magazine are tracer rounds; which deal extra damage per shot. In the "Very Easy" difficulty in the Integral version and the PC port of the game, the FAMAS cannot be obtained as the MP5SD2 is superior to the FAMAS in every way.
Like most weapons in the game, the FAMAS was likely deliberately chosen for its blocky appearance, something of a requirement given the rather limited 3D capabilities of the original PlayStation console.
Twin Snakes version
Exclusive to the Twin Snakes remake, the FAMAS comes equipped with a laser sight (which is complementary to the first person view of the game), although Genome soldiers have flashlights mounted on their guns. The Genome soldiers in the Warhead Storage Building have underbarrel M203 grenade launchers attached. These launchers are loaded with non-lethal ring airfoil projectiles, although gameplay mechanics have Snake getting wounds from the ring airfoil projectiles instead of having his stamina depleted.
H&K PSG-1
The Heckler & Koch PSG-1 sniper rifle is used by Solid Snake and Sniper Wolf, acting as the lone long-ranged rifle in the gme. Equipping the rifle immediately scopes the player's view and forces Snake to be on a prone position. Precise aiming is only possible if the player uses a dose of Diazepam (Pentazamin in the Twin Snakes) medication, otherwise the scope reticule will uncontrollably sway in random directions.
Twin Snakes version
In the Twin Snakes remake, a tranquilizer variant is available, called the PSG-1T. This variant has the same model as the PSG-1. Both variants now allow Snake to fire in a standing or kneeling position.
Launchers
FIM-92A Stinger
The FIM-92A Stinger surface-to-air missile launcher capable of locking on to various targets. Used by Solid Snake. Unlike the real Stinger launcher, the weapon is capable of locking onto surface-level targets, fired missiles does not need to travel a minimum set distance for it to arm itself, does not need to actually reload after firing a shot, and comes with a futuristic scope view when aiming.
Twin Snakes version
"Nikita"
A fictional missile launcher that fires "remote-controlled miniature reconnaissance missiles", first used by Solid Snake to destroy a generator powering an electrified floor. Supposedly designed for reconnaissance missions, the Nikita missile is only capable of traveling on the x-axis and cannot travel vertically, unless its travelling on an ascending surface, and its missiles have a limited amount of fuel before detonating.
From a realistic point of view, the Nikita could never work as a practical weapon as the missile simply travels too slow to maintain lift. Any faster and it becomes a fancy wire-guided missile launcher. The weapon's impracticality is even referenced within the games, stating that all the electronics and ancillaries inside the missiles leave so little space for the warhead that its damage ends up being pitiful, barely enough to destroy the electrical panels that it's used against.
Twin Snakes version
Explosives
Mk 2 hand grenade
The original game depicted the Genome Soldiers using the obsolete Mk 2 hand grenade, resulting in Snake's infamously silly line that "they're armed with five five sixers and pineapples." The weapon is used by Solid Snake as the only throwable explosive device available, it would also see use from the Genome Soldiers, who can occasionally use it against Snake.
It is used by Snake to take down Vulcan Raven's M1 tank, by tossing grenades into the open hatch to damage the crew (who apparently insist on manning the exposed turret-mounted M2 Browning instead of operating it remotely or using the co-axial gun).
M67 hand grenade (Twin Snakes version)
In the Twin Snakes, the M67 hand grenade is used instead; replacing the Mk 2 hand grenade as seen in the original game.
M18A1 Claymore
The M18A1 Claymore mines is featured in the game, but has unique features. These mines are equipped with optical camouflage, rendering them invisible and are equipped with a sensor that will cause the mine to detonate if something gets in front of its cone of detection (this includes the player). They can only be seen with thermal goggles and the mine detector, but can also be obtained by crawling over them (which will not cause the mine to detonate).
Twin Snakes version
In the Twin Snakes, Claymore mines placed by the plyer are now visible.
C4
Another explosive available to the player. Solid Snake uses them to enter the area where Kenneth Baker was being tortured by Ocelot. Ocelot, having anticipated Snake's arrival, had also wired Baker to tripwired C4 when he was tied to a pillar to deter Solid Snake from rescuing him, although Gray Fox managed to save the elderly ArmsTech president as well as blowing the tripwire C4 up when he ambushed Ocelot and Snake. Snake later uses it on a frozen door on the Communications Tower A, on Otacon's suggestion (this was apparently the only method for Metal Gear's designers to open the door if it froze) in the event that he needed to backtrack somehow. They came with scramblers so as to ensure they weren't prematurely detonated from wireless signals other than that of the wireless detonator.
Twin Snakes version
"Stun Grenades"
"Stun Grenades" can be acquired throughout the game. They most closely resemble M18 Smoke Grenades, though owing to graphical limitations and being designed to be visible in a high overhead view, they are essentially rectangular and the size of Snake's head. When they explode, they'll instantly knock out enemies in a wide area, regardless if said enemies were even in the room where the grenade exploded.
Twin Snakes version
Machine Guns
M60
The M60 can be seen mounted on two M151 jeeps near the game's ending. Solid Snake uses the machine gun while riding a jeep in the final act of the game. The M60 manned by Snake has an infinite ammo supply and is hard to aim in third person so holding down the first person view button is advised for consistently hitting shots, especially in the segment where Liquid Snake chases Solid Snake and Meryl's jeep.
Twin Snakes version
M61A1 Vulcan Cannon
When encountered for the second time, instead of a tank, Vulcan Raven attacks Snake with a (aptly named) hand-held M61 Vulcan rotary gun with a chainsaw grip clearly inspired by the M134 minigun in Terminator 2: Judgment Day. Raven wears the ammo drum as a backpack, but it isn't explained precisely what's supposed to be powering it. Twin Snakes makes the rather bizarre addition that the M61A1 is somehow taken from one of the two crashed F16s that Liquid managed to shoot down using a helicopter with no dedicated anti-aircraft weaponry. Though it might conceivably be possible for a very strong man to dead-lift the assembly Raven carries like a barbell, carrying the 248-pound gun alone would be essentially impossible for any meaningful period of time, nevermind with an F-16 ammo drum containing another 285 pounds of ammunition. Even allowing that, all the muscles in the world would not be sufficient to stop Raven's arms being turned into paste by the average 3,200 pounds of recoil force generated by firing the weapon at full speed.
Metal Gear Rex was also equipped with Vulcan cannons according to Otacon, although MGS4 retcons this rather nonsensically to them being a variant of the much too large GAU-8; even in the latter game, they are still shown as six-barrel Vulcans rather than seven-barrel GAU-8s on Rex's model.
Twin Snakes version
Browning M2HB
In the original game, Vulcan Raven's M1A1 Abrams is depicted with M2s on both the commander's and loader's hatches. It's easy to see the Abrams is an M1A1 due to the lack of the A2 package's Commander's Independent Sight [CIS, also CITV for "Commander's Independent Thermal Viewer"] ahead of the loader's hatch.
M240D Machine gun (Twin Snakes version)
In the Twin Snakes it is correctly shown with an M240D on the loader's hatch and a Browning M2 on the commander's hatch.
Yakushev-Borzov Yak-B
Liquid's Hind-D is seen equipped with a Yakushev-Borzov Yak-B.
Twin Snakes version
Twin Snakes exclusive weapons
Beretta 92FS
Snake can acquire a modified Beretta 92FS, stated to be an M9. It serves as a special tranquilizer gun, and is identical to the weapon introduced in Metal Gear Solid 2: Sons of Liberty. It comes with a suppressor and a laser sight. Snake must cycle the gun manually after every shot.
Genome soldiers with riot shields use the standard version of this gun; as before, these only appear in Twin Snakes and not in the original game.
SPAS-12
The SPAS-12 is utilized by several attack teams. The Warhead Storage Building Ground Floor guards are implied to utilize a non-lethal variant of the weapon against Snake due to the risk of using lethal firearms causing the nukes to irradiate the area if hit.
Winchester 1300 Shotgun
The Winchester 1300 shotgun isn't actually used by any of the characters, but it does appear on the interior pages of the book item once it is set, held by a blond woman with the name "A. Roivas". Its presence is a reference to the game Eternal Darkness: Sanity's Requiem, with the woman being the game's main protagonist Alexandra Roivas. Both The Twin Snakes and Eternal Darkness were made by the same developer, Silicon Knights, explaining the cameo.
Trivia
Railguns and stealth
A major plot point is that Metal Gear Rex's railgun is capable of launching a "stealth" warhead which cannot be detected by satellites and is "totally impossible to intercept." This is actually severely untrue.
This is because a rocket engine applies force to an ICBM over a prolonged period of time; for example, a Trident ICBM's boost stage, which accelerates the missile to roughly 20,000 feet per second, lasts roughly two minutes. If Rex's railgun is imagined to be around 50 feet long, it would have to accelerate the projectile to the same speed in the 0.005 seconds before the warhead left the weapon.
Imagining the warhead to weigh 862 kilos (the size of a Mark 23 nuclear shell for a 16" / 50 Calibre Mark 7 battleship gun), it would have 16,016 megajoules of kinetic energy at launch. Since no machine is 100% efficient and most are nothing like this, it would not be exaggerating to imagine the railgun's wasted energy (in the form of recoil, heat and mechanical deformation of the rails) would be the same amount of energy again, meaning the heat energy emitted by Rex on firing would be the equivalent of the detonation of about four tons of TNT. This and the superheated trail caused by the round's passage through the atmosphere would mean a Metal Gear firing its main weapon would be easily detectable by existing systems designed to spot ICBM launches.