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F.E.A.R. 2: Project Origin: Difference between revisions
(→Patten PK470: figured out that slap-thingy) |
(Undo revision 469625 by Bozitojugg3rn4ut (talk) No he doesn't, he slaps the side of the scope with the flat of his palm.) |
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==Patten PK470== | ==Patten PK470== | ||
The Patton PK470 is a combination of three real-world weapons; the majority of the rifle is based on the [[Heckler & Koch XM8]] with some aspects taken from [[Heckler & Koch G36C]] such as the exposed gas piston above the barrel, while the stock and most of the lower receiver are from the [[Colt M4]]. Fires in semi or full-auto and holds 30 rounds. Early versions showed two variants; the first with rail-attached iron sights (PK470), the second with an ACOG Scope (PK570A). Early versions also bore a grooved STANAG magazine. In the final game the version with the iron-sights has been removed in favor of the scoped version, and the magazine is plastic and has a raised checker pattern similar to Bulgarian Waffle pattern magazines. When | The Patton PK470 is a combination of three real-world weapons; the majority of the rifle is based on the [[Heckler & Koch XM8]] with some aspects taken from [[Heckler & Koch G36C]] such as the exposed gas piston above the barrel, while the stock and most of the lower receiver are from the [[Colt M4]]. Fires in semi or full-auto and holds 30 rounds. Early versions showed two variants; the first with rail-attached iron sights (PK470), the second with an ACOG Scope (PK570A). Early versions also bore a grooved STANAG magazine. In the final game the version with the iron-sights has been removed in favor of the scoped version, and the magazine is plastic and has a raised checker pattern similar to Bulgarian Waffle pattern magazines. When reloading, Beckett will slap the bolt-release on the left side of the rifle like AR-15 based rifles, though the animation seems to show Becket hitting the side of the scope; it's possible Monolith didn't understand what part of the gun was supposed to be struck. | ||
[[Image:XM8.JPG|thumb|none|500px|H&K XM8 - 5.56x45mm]] | [[Image:XM8.JPG|thumb|none|500px|H&K XM8 - 5.56x45mm]] | ||
[[Image:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm]] | [[Image:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 - 5.56x45mm]] |
Revision as of 14:18, 12 October 2011
Work In Progress This article is still under construction. It may contain factual errors. See Talk:F.E.A.R. 2: Project Origin for current discussions. Content is subject to change. |
F.E.A.R. 2: Project Origin is a horror first-person shooter video game, developed by Monolith Productions and published by Warner Bros. The player assumes the role of Michael Beckett, a Delta Force member with superhuman reflexes and abilities. The game introduces numerous new features not seen in F.E.A.R., like the ability to aim down the sights, toggle rate of fire or create covers by interacting with the environment.
The game was released on February 10, 2009 for the PC, Xbox 360 and PlayStation 3 platforms.
The following weapons appear in the game F.E.A.R. 2: Project Origin:
Handguns
Seegert ACM46
Standard-issue sidearm for every force in the game that has one. From the looks of it, it's obviously based on the 9mm version of the Heckler & Koch USP. This gun fires 9mm ammunition and has a magazine capacity of 18 rounds. It has an accessory mount system with underbarrel, side and upper mount points, but since the only thing ever mounted on them is a second front iron sight, the point of this addition is debatable; the inventory screen shows a non-existant laser sight on the lower mount point.
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Rakow AT-14
Returns from the first game. Used briefly by Genevieve Aristide when threatening Snake Fist, as well as when she shoots stokes. Like the ACM46, it is based off the H&K USP. It is not usable by the player.
Shotguns
SHO Series-3
An eight-round, 10-gauge combat shotgun that resembles a heavily modified Remington 870 with some elements of the Benelli M4 Super 90 (namely the stock). While it provides dominance in tighter quarters, it loses it effectiveness at ranges past several meters.
Vollmer Ultra92
A substantial upgrade to the SHO Series-3 Combat Shotgun in terms of overall firepower, the Vollmer Ultra92 is carried by Replica Heavy Soldiers, and is Richard Vanek's weapon of choice. Even though it is said to be an automatic shotgun, it fires in semi-auto mode only. The Ultra92 is based on several weapons, most notably Heckler & Koch's CAWS.
Automatic Weapons
Andra FD-99
This is the primary submachine gun in F.E.A.R. 2, and one of the player's two starting weapons. It seems to be based on the FN P90, albeit with the magazine housing's front where the back of the real weapon's magazine is, and the grip shifted back accordingly. Fires in full-auto or 3-round burst modes. It's fitted with a reflex sight based on the EOTech sight. The game claims it has a 'folding stock.' Everyone you meet seems to have forgotten to bring that particular part along.
Patten PK470
The Patton PK470 is a combination of three real-world weapons; the majority of the rifle is based on the Heckler & Koch XM8 with some aspects taken from Heckler & Koch G36C such as the exposed gas piston above the barrel, while the stock and most of the lower receiver are from the Colt M4. Fires in semi or full-auto and holds 30 rounds. Early versions showed two variants; the first with rail-attached iron sights (PK470), the second with an ACOG Scope (PK570A). Early versions also bore a grooved STANAG magazine. In the final game the version with the iron-sights has been removed in favor of the scoped version, and the magazine is plastic and has a raised checker pattern similar to Bulgarian Waffle pattern magazines. When reloading, Beckett will slap the bolt-release on the left side of the rifle like AR-15 based rifles, though the animation seems to show Becket hitting the side of the scope; it's possible Monolith didn't understand what part of the gun was supposed to be struck.
Kohler and Boch IDW-15
A frequently forgotten weapon, due to it being available for use exclusively in multiplayer, is the only usable weapon to return from the first game: A ported "Baksha ASP Rifle", renamed the "Kohler and Boch IDW-15 Semi-Auto Rifle", which now fires in both Semi AND Burst. Like its predecessor, it is based heavily on the IMI Tavor TAR-21 assault rifle.
Sniper Rifle
RAAB KM50
Has the barrel of an AI AS50 and the body of an AI AW50 with a heavily altered stock. This bolt-action sniper weapon is a beast. Equipped with a 10X magnifying scope and a 6-round magazine of .50 BMG bullets.
Interestingly, Monolith seem to have acquired most of their firearm knowledge from playing Black; the RAAB KM50 is depicted in game as a bolt-action rifle but described in the pause menu as semi-automatic [presumably caused by looking at Black's straight-pull bolt-action WA2000 and looking up that it was a semi-auto, without knowing that semi-auto implies a weapon isn't manually operated], and the reload animation tilts across the screen while the new magazine is inserted, mimicking Black's idle position for the sniper rifle.
Pulse Weapon
Armacham Type-12
This energy weapon is based on the FN F2000 rifle with mounted FN EGLM grenade launcher, though in role it couldn't be more different. A BFG-like weapon firing enormous energy balls, the rear magazine doesn't appear to do anything; instead, the EGLM tube opens, hinged at the front, for new power cells to be inserted.
Mounted
Browning M2HB
SFOD-D (Delta Force) APC's have chopped Browning M2HB machine guns mounted on the top. Beckett gets to use the machine gun when their APC ends up in the subway while heading to the Amplifier, and later when they arrive to Still Island. The machine gun has unlimited ammo and appears to fire some kind of explosive bullets at a very slow rate.
M134 Minigun
Several M134 Miniguns are seen mounted on ATC helicopters.