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Half-Life 2: Difference between revisions
(→Franchi SPAS-12: The new part might fit better in HL1, because in HL1 it seems like it fires in a fast "two-shot burst". In HL2 it looks and sounds like it fires two shots at the same time.) |
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In ''Half-Life 2'', like many other games, the player can only use the SPAS-12 in pump-action mode, while the real one can be switched between semi auto and pump based on the power of loads it's using. It only holds six shells, rather than the real weapon's eight. NPCs appear to use the weapon in semi-auto mode, however. | In ''Half-Life 2'', like many other games, the player can only use the SPAS-12 in pump-action mode, while the real one can be switched between semi auto and pump based on the power of loads it's using. It only holds six shells, rather than the real weapon's eight. NPCs appear to use the weapon in semi-auto mode, however. | ||
Just like in the original ''Half-Life'', it has the unrealistic ability to fire two shells at the same time. The magazine tube is mistaken for a second barrel, and both "barrels" can be fired at once for the secondary fire mode; ''Episode 2'' even gives an on-screen hint calling this ability "fire both barrels." | Just like in the original ''Half-Life'', it has the unrealistic ability to fire two shells at the same time. The magazine tube is mistaken for a second barrel, and both "barrels" can be fired at once for the secondary fire mode; ''Episode 2'' even gives an on-screen hint calling this ability "fire both barrels." | ||
[[Image:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 - 12 Gauge]] | [[Image:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 - 12 Gauge]] | ||
[[Image:HL2 Franchi SPAS-12.jpg|thumb|none|600px|Franchi SPAS-12 12 Gauge, in ''Half-life 2''.]] | [[Image:HL2 Franchi SPAS-12.jpg|thumb|none|600px|Franchi SPAS-12 12 Gauge, in ''Half-life 2''.]] |
Revision as of 07:59, 16 February 2011
The following weapons are used in the video game Half-Life 2 and its episodic sequels:
For information on other weapons, see the discussion page.
Handguns
Heckler & Koch USP Match
The 9x19mm Heckler & Koch USP Match is the standard issue sidearm of the Combine's 'Civil Protection' police force. It is first seen wielded by a guard in the train station and is soon after used against the player as they flee across the rooftops in the chapter "Point Insertion". Later, one can be taken from a slain CP and then used throughout the game. Its stopping power is lax, but its decent accuracy, rate of fire and high capacity make it suitable for a variety of applications, such as attacking weak but difficult to hit enemies like headcrabs and manhacks and setting explosive barrels on fire from a distance. Oddly enough, while it can be found in many supply caches and beside civilian corpses, Resistance members are never actually seen using it.
One detail worth noting: the weapon doesn't eject empty casings when fired, while the (otherwise identical) pistol in the pre-release beta demonstrations did, this is most likely a bug. A fixed model that does eject casings can be found on FPSBanana.
Colt Python
The .357 Magnum Colt Python is first acquired by the player in a Civil Protection outpost in the chapter "Water Hazard". It's powerful, accurate, can kill many lower end enemies in one shot and most of the higher end ones with a well placed shot to the head. Its accuracy makes it effective at long range if its user utilizes the suit zoom. Simply zoom in on an enemies head, quickly zoom out, and fire.
Ammunition for this weapon is rare when you first get it. Later on it becomes a little more common, but resupply remains relatively infrequent, which means it has to be used sparingly.
Also There's actually quite a few major problems with the .357's model that would prevent it from even being usable in real life:
For one thing, the ammunition that Freeman loads into his gun has spent primers. Secondly, the ejector rod (which is connected directly to the cylinder itself) and the crane that connects the cylinder to the gun stay stuck in the gun's frame during its reload animation, which means that there's nothing connecting the cylinder to the gun in the first place, it's just miraculously floating there in mid air. Finally, there's no speed-loader or moon clip used during its reload animation, so the shells are just magically held together when Freeman loads them into the cylinder.
Submachine Guns
Heckler & Koch MP7
The original Heckler & Koch MP7 prototype is the main weapon for most Resistance members and Combine Soldiers, and is also issued to Civil Protection teams in volatile situations. The game's model of the gun is different to the real thing in several ways:
- Although the 1st person model is fairly true to the real MP7 prototype, the 3rd person model has significant differences in its proportion and shape.
- It is fitted with a very small holographic sight that cannot be used by the player and has no iron sights at all.
- The correct caliber (4.6x30mm) is written on the ammunition boxes, but cartridge casings that are ejected when the weapon is fired say ".45 Colt" on the bottom.
- The weapon's magazine capacity is 45 rounds, but no extended magazine is visible protruding from the grip. The real world MP7 comes with 20 and 40 round magazines. The 40 round magazine protrudes from the grip and is curved.
- Its secondary fire capability fires up to 3 grenades semi-automatically, but there is no mounted grenade launcher on the weapon. Instead, the grenades seem to be fired out of a second barrel (which is smaller in diameter than the grenades it fires). The weapon itself is also too small to plausibly contain a launcher, let alone storage for three grenades and a semi-automatic feed system for them. These abilities are uncharacteristic of the weapon's design, but are characteristic of the OICW assault rifle (which was originally the Combine's standard issue automatic weapon, the role the MP7 fills now). Given the correlation it can be surmised that when the developers opted to use the MP7 as the generic automatic weapon, they grafted the OICW's grenade launcher capability onto it to make it more useful.
Given the opportunity, Resistance members using this weapon usually discard it in favor of a more powerful AR2 Pulse Rifle or SPAS-12 shotgun.
Shotguns
Franchi SPAS-12
The Franchi SPAS-12 is used by the Combine Overwatch and some Resistance members. It is first given to the player by the crazed Ravenholm preacher Father Grigori in the chapter "We Don't Go To Ravenholm...". It is very useful in close quarters combat, particularly against Headcrab Zombies and Antlions. One soldier in each Combine squad is equipped with the SPAS-12. It is also used by some major characters on occasion:
- At the end of the "Entanglement" chapter, Dr. Isaac Kleiner is briefly seen wielding one.
- In Episode One, Alyx Vance acquires one from a Combine supply cache and wields it throughout the following chapter.
In Half-Life 2, like many other games, the player can only use the SPAS-12 in pump-action mode, while the real one can be switched between semi auto and pump based on the power of loads it's using. It only holds six shells, rather than the real weapon's eight. NPCs appear to use the weapon in semi-auto mode, however.
Just like in the original Half-Life, it has the unrealistic ability to fire two shells at the same time. The magazine tube is mistaken for a second barrel, and both "barrels" can be fired at once for the secondary fire mode; Episode 2 even gives an on-screen hint calling this ability "fire both barrels."
Rifles
Winchester Model 1894
The Winchester 1894 is used by Father Grigori in the chapter "We don't go to Ravenholm...". Grigori seems to have named it 'Annabelle'. It is possible for Father Grigori to be killed and the player can pick up Annabelle, but can only use it briefly as the screen fades to black when the game ends. It seems to be very powerful, and it can take down a Fast Zombie with one or two hits, but the weapon is not intended to be used by the player. Despite the real gun's using .30-30 Winchester cartridges, the Annabelle seems to use .357 Magnum bullets and has a capacity of two rounds. Judging by its conspicuous lack of cocking sounds and noticeable lever animations, it seems that the gun is intended to be a double-barrel rifle.
Like the "Alyxgun", Annabelle can be spawned through the developer's console using the code "give weapon_annabelle". Because it wasn't intended to be usable, the view model is identical to the SPAS-12's and the animations are riddled with glitches. However, a fixed V_Model can be found here.
Other
MK3A2 Offensive Hand Grenade
While "M82 FRAG" is written on them in-game, the hand grenades in Half-Life 2 are closely based on the MK3A2 concussion grenade, but emit a red LED light and a beeping sound when armed as they are made by the Combine Overwatch for its soldiers.
Rocket Launcher
The rocket launcher in Half-Life 2 is based on the AT4. Having replaced the GAM14B (A futuristic version of the Armbrust) from HL1, it is quite frequently used by the Resistance members to take down Striders and Gunships. It is still laser-guided.
Cut Weapons
These are weapons that were included in the leaked beta of Half-Life 2.
AR-1 (AKM)
The in game AK was to be given to many of the Rebels.
This weapon was to be the standard weapon of the Combine forces. It was most likely cut because during the game's development, the U.S. military terminated the XM29 program (and eventually the entire OICW project as well).
HMG-1 (Heckler & Koch GR9)
HK GR9S was supposed to be only carryable MG in-game and was to be carried by Overwatch soldiers.
SMG-1 (Heckler & Koch MP5K)
The Heckler & Koch MP5KN, aka SMG1, is a weapon cut from Half-Life 2. It can be found in the playable Half-Life 2 Beta files.