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Spec Ops: The Line: Difference between revisions

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(→‎FN SCAR-H CQC: He doesn't execute her, the other guy does.)
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[[Image:SOTLMK17B.jpg|thumb|none|600px|Walker fires the SCAR-H CQC.]]
[[Image:SOTLMK17B.jpg|thumb|none|600px|Walker fires the SCAR-H CQC.]]
[[Image:SOTLMK17C.jpg|thumb|none|600px|Walker takes cover and reloads the MK 13 grenade launcher.]]
[[Image:SOTLMK17C.jpg|thumb|none|600px|Walker takes cover and reloads the MK 13 grenade launcher.]]
[[Image:SPECOPS-THELINE-SCARHCQC.jpg|thumb|none|600px|A hostile soldier about to execute a civilian with a SCAR-H. This is the only case where a SCAR-H is seen without the MK 3 grenade launcher. When this guy is killed, he will drop an M4A1 however.]]
[[Image:SPECOPS-THELINE-SCARHCQC.jpg|thumb|none|600px|A hostile soldier using a SCAR-H. This is the only case where a SCAR-H is seen without the MK 3 grenade launcher. When this guy is killed, he will drop an M4A1 however.]]


==Heckler & Koch HK417==
==Heckler & Koch HK417==

Revision as of 06:46, 8 August 2013

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Nice, but where's the trigger?

This article or section is incomplete. You can help IMFDB by expanding it.

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Spec Ops: The Line (2012)

Spec Ops: The Line is a 2012 squad-based third-person shooter video game developed by Yager and published by 2K Games, influenced by Joseph Conrad's classic novella Heart of Darkness. Set in the aftermath of a series of devastating sandstorms which have isolated and largely destroyed the city of Dubai, the plot concerns a US Army battalion, the fictional 33rd, under the command of Colonel John Konrad. This battalion defied orders and attempted to evacuate the civilian population, and was thought completely lost until a mysterious looped broadcast was picked up from Konrad declaring the evacuation attempt to have failed. The player takes on the role of Captain Walker, leader of a three-man Delta Force unit sent to find out what happened to the 33rd.

The following weapons appear in the video game Spec Ops: The Line:

Handguns

Beretta M9

A Beretta M9 with a greyish slide is the starting pistol for Walker and the basic sidearm used by enemy soldiers. The gun is modelled with an uncocked hammer, despite being a DA / SA pistol, and Walker is always shown pulling the slide after reloading. Being the weakest gun in the game it is only really a placeholder until the player finds something better.

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Beretta M9 - 9x19mm
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A Beretta M9 on the ground.

IMI/Magnum Research Desert Eagle

A Desert Eagle handgun is seen several times during the campaign; per videogame norms it is a supergun, able to kill most regular enemies in a single shot. The modelled weapon is clearly a .50 AE model from the bore, the weapon featuring an incorrect eight-round capacity. While barely seen in the first half of the campaign, it becomes more prominent in the latter portions. Somewhat bizarrely, at two points Walker simply starts a level with a Desert Eagle, with no real explanation where he got it from.

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Desert Eagle Mark XIX - .50AE
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Walker takes aim with his Desert Eagle.

Colt Python

A Colt Python is used by Captain Riggs of the CIA, but can only be used by the player once during the entire campaign. It has similar stats to the Desert Eagle but its recoil is much lower. When reloading Walker appears to use a speedloader.

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Colt Python with 6" Barrel - .357 Magnum

Submachine Guns

FN P90

The FN P90 is referred to as the "P90". It has a correct capacity of 50 rounds, though oddly the ammo indicator shows the rounds in a helix-like pattern despite the P90 not using a helical magazine. The secondary function toggles a laser sight which improves accuracy in close quarters and becomes less efficient at distance. Its higher rate of fire and stronger round makes it superior to the UMP45 in every way possible.

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FN P90 - 5.7x28mm
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Heckler & Koch MP7A1

The MP7A1 is unlocked at Rank 4.

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Heckler & Koch MP7A1 with Hensoldt RSA red dot sight and stock extended - 4.6x30mm

Heckler & Koch UMP45

The UMP45 is the first of two SMGs the player encounters in the campaign. The gun is modelled with a 25 round straight magazine; this always has rounds visible in it, even if it is empty. It has very low recoil and is very powerful when in close quarters. In most chapters involving indoor combat enemies will be armed with this weapon. The weapon icon shows a built in foregrip similar to that seen in Counter-Strike but the in-game model does not.

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H&K UMP45 - .45 ACP
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IMI Micro Uzi

The Micro Uzi is called the "Micro 9mm;" it is treated as a pistol, and is one of the more common weapons early in the game. It has a 32-round capacity, even though it is modeled with a 15-round magazine. The secondary fire key allows Walker to attach a suppressor to the weapon.

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IMI Micro Uzi - 9x19mm
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A Micro Uzi on the ground.
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Walker blindfiring a Micro Uzi.
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Walker screws a suppressor to his Micro Uzi.

TDI Vector

The TDI Vector is available in MP. It is unlocked at Rank 23 and features a non-removable suppressor.

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TDI Vector SMG - .45 ACP

Assault and Battle Rifles

AK-103

The AK-103 (evident by the stamped receiver, AK-74-style flash hider and 90 degree gas block) with wooden stock and hand-guard appears in the game as the "AK-47". It is the AK-103-2 variant, since it has selectable fire modes (burst and auto) as its secondary function. Unfortunately the in-game model of the AK-pattern rifles always have the safety engaged.

AK-103 - 7.62x39mm
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Note the bracket mount for optics above the trigger guard.
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A soldier fires his AK-103 in a trailer. Note that the selection lever is set to safe.
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Walker takes cover with an AK-103.

AKMSU

The AKMSU appears in MP where it is listed as "AKS-74U". It has a bakelite magazine. This is the starting assault rifle in the game.

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AKMSU - 7.62x39mm

Colt M4A1 Carbine

The M4A1 is Walker's starting rifle and is used by enemies throughout the game; it is also Walker's designated weapon and he will always be shown carrying one in cutscenes regardless of what the player is actually equipped with; certain story sections will also show Walker using one regardless of what he actually has. It is possible to attach a suppressor at any time during gameplay (after the ability is taught to the player near the end of chapter 1) using the secondary fire ability. For some reason, the M4 has two rear iron sights, a flip up type and an A2 type; it is shown with tan furnishings, a Magpul-style handling loop on the magazine, an extended, threaded flash hider, and an aftermarket handguard seemingly based on the VLTOR CASV-EL. It provides a higher rate of fire than other assault rifles, but does not have fire mode selection and is weaker than the battle rifles. In one cutscene Walker uses a Surefire weaponlight, but this ability is not seen in gameplay. It also has a magazine capacity of 40 rounds.

Rather curiously, the fire selector is shown in different positions on the left and right sides of the rifle; on the left side it is pointed to safe, while on the right side the safe and auto positions are reversed and the selector notch is pointed at semi.

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Colt M4A1 Carbine with 4 position collapsible stock - 5.56x45mm NATO
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Walker with an M4A1 in one of the cutscenes. Note the magazine handling loop, basically the same as the classic Magpul but with the loop rather impractically turned side-on. Note also the rather odd presence of a Magpul PMAG with a Ranger Plate on the front of Walker's chest rig; no weapon in the singleplayer campaign uses such a magazine, and it is the only ammunition shown on Walker's character model.
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Walker opens fire with the M4A1; though not seen here, the weapon creates an X-shaped muzzle flash which does not match the flash hider. For some reason it is shown with the dust cover locked open even when Walker has it on his back, a startlingly bad idea in a desert environment, and the bolt does not cycle as it fires. Note also the oversized ejected brass, which seems to be 7.62mm NATO rather than the correct 5.56mm.

FAMAS F1

The FAMAS F1 is a mid-to-late game assault rifle first encountered in the chapter "The Road." The secondary fire mode toggles between burst and full-auto fire modes; this means there is no ability to toggle the ACOG sight fitted to the weapon, which is always on.

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FAMAS F1 - 5.56x45mm NATO
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Walker reloads his FAMAS F1 after saving Riggs.
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View through the ACOG attached to the FAMAS F1.
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A soldier takes cover with a FAMAS F1 in the multiplayer trailer of the game.

FN SCAR-H CQC

The FN SCAR-H appears late in the game as a high-level assault rifle. It is shown with a CQC barrel, M16-style flash hider, and an FN Mk. 13 grenade launcher. It is full-auto only due to the grenade launcher being the secondary function.

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FN SCAR-H CQC - 7.62x51mm NATO
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Late Model FN MK 13 mounted on a SCAR-H CQC - 40mm
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Walker fires the SCAR-H CQC.
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Walker takes cover and reloads the MK 13 grenade launcher.
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A hostile soldier using a SCAR-H. This is the only case where a SCAR-H is seen without the MK 3 grenade launcher. When this guy is killed, he will drop an M4A1 however.

Heckler & Koch HK417

The Heckler & Koch HK417 is called the "417" and is depicted as a semi-automatic rifle with a ten-round magazine and a togglable scope as the secondary function; the model shows a reflex sight mounted in front of a magnifying scope.

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Heckler & Koch 417 with 20" barrel, Leupold Mark 4 scope, and Harris bipod - 7.62x51mm NATO
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Walker with a HK417 on his back.
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View through the scope of the HK417.

IMI Tavor TAR-21

Sergeant Lugo's standard assault rifle is a TAR-21. It is shown with standard 30 round magazines, cloth wrapped around the stock and the hand guard, and no optical scope. It is never seen in the hands of the enemy and can only be attained by the player at the end of Chapter 13.

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IMI Tavor TAR-21 with Meprolight red dot sight - 5.56x45mm
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Airsoft Ares Tavor TAR-21 showing iron sights
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Pre-release image of the TAR-21, showing it would originally have mounted a reflex optic.
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Another image of a pre-release TAR-21 with an optic.

OTs-14-4A-01

The OTs-14-4A-01 is unlocked at Rank 15. Listed as "OTS-14".

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OTs-14-4A-01 Groza - 9x39mm

Shotguns

AA-12

The AA-12 is seen towards the end of the game, often in the hands of heavy troops. It is the third shotgun the player can have and is superior to both shotguns in every way. It is equipped with a 20 round magazine and its accuracy allows it be effective at far greater distances than the other two shotguns. Its main downside is that it does not share shotgun ammunition with the other shotguns, and its rate of fire will drain its magazine extremely quickly. Due to the increased range, green shells being ejected, and explosions on impact it can be safely extrapolated that it is loaded with FRAG-12 rounds.

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MPS AA-12 - 12 Gauge
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Walker fires the AA-12 from behind cover.
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Walker reloads the AA-12.
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Walker holds an AA-12 shotgun in one of the game's endings.

Benelli M4 Super 90

The Benelli M4 Super 90 is the second shotgun available, using the US military "M1014" designation. Early pre-release images showed it with a 4-round tube; while this is mostly eliminated in the final game, there is still a distinct band around the magazine tube where the 4-round cutoff point would be. Regardless, it has a capacity of 6 rounds rather than the correct 7+1 for a military shotgun. It holds more shells than the W1200 and has greater range, making it a superior weapon, and is correctly shown firing in semi-auto mode rather than pump-action. It is a fairly rare find in the singleplayer, though one is always carried by the squad's support gunner Adams.

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Benelli M4 Super 90 with 4-shot tube - 12 gauge
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Walker holds an M4 Super 90 shotgun.

Mossberg 590

The Mossberg 590 is the first shotgun unlocked in multiplayer. Appears as "M-590".

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Mossberg 590 - 12 Gauge. Without heat shield.

Winchester Model 1200

The Winchester Model 1200 is called the "W1200," and is shown with a sawed-off barrel and stock and cloth wrapped around the grips. When firing, the breach can be seen cycling. Its power is amazingly strong in close quarters, and its fire speed makes it useful during blind fire. It is the most commonly found shotgun in the game.

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Winchester Model 1200 Police Model - 12 Gauge

Sniper Rifles

Barrett M99

The Barrett M99 is called the "M-99 Sniper." Appearing only once in the chapter "Adams," it is an incredibly powerful weapon able to down a Heavy soldier in just two shots, but being single-shot must be reloaded each time it is fired. Like the Steyr Elite, its secondary fire toggles between 8x and 16x scope magnification.

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Barrett M99 - .50 BMG / .416 Barrett
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Walker takes cover and reloads the Barrett.

Heckler & Koch MSG90

The "MSG 90" of the game is a hybrid of an older MSG90 (stock and butt pad design, bipod) and the newer MSG90 A1 (threaded barrel with flash hider, angled charging handle, iron sights). It is available in multiplayer only.

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Heckler & Koch MSG90 - 7.62x51mm NATO
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Heckler & Koch MSG90A1 with Harris bipod - 7.62x51mm NATO
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Weapon selection view of the hybrid MSG90.

Knight's Armament Company M110 SASS

The M110 SASS is unlocked at Rank 17.

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M110 SASS with Harris bipod, Leupold Mark 4 scope, and tan paint scheme - 7.62x51mm NATO
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Weapon selection view of the M110 SASS.

Steyr Elite

The Steyr Elite appears in the game as a usable sniper rifle. It is incorrectly listed as and referred to by Walker as the "Scout Tactical". The main sniper rifle in the campaign, its secondary fire toggles between 8x and 16x magnification. For greater control Walker can crouch, reducing the amount of drift.

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Steyr Elite - 7.62x51mm NATO
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Steyr Scout Tactical - 7.62x51mm NATO
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Walker with a Steyr Elite in one of the first trailers.
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Lugo with a Steyr Elite. The adjustable cheek rest and full-length picatinny rail on top (the key differences between the newer Elite and the older Scout) are clearly visible. Also note the aftermarket flash suppressor. Note that Lugo is carrying straight STANAG magazines which are not used by any weapon in the campaign.
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View through the scope of the Elite. The secondary fire key toggles between 8x and 16x zoom.
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Walker retracts the bolt and reloads the Elite.

Machine Guns

Browning M2HB

One Browning M2HB is mounted on a Humvee during the parking lot shootout. It is not usable by Walker.

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Browning M2HB - .50 BMG
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Walker observes the M2HB that nearly blew his head off. The absence of the carrying handle indicates that this is an M2HB and not an M2A2 like all the other Brownings in the game.

Browning M2A2

The Browning M2A2 Heavy Machine Gun, called the "M2E2 HMG," is seen at fixed points throughout the game, always fitted with a metal gunshield. It has an unlimited amount of ammunition and is governed by a heat gauge, with the barrel glowing red hot and steaming from the muzzle if the weapon is fired for too long. Walker is able to crouch while using the turret, "blind firing" the weapon by leaning up with one hand for better protection but decreased accuracy.

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Browning M2A2 Heavy Machine Gun - .50 BMG
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An M2A2 MG as seen in the trailer.
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Walker mans the mounted M2A2.

FN M249E2 SAW

The FN M249E2 Squad Automatic Weapon is Lieutenant Adams' main weapon throughout the campaign, and is used by most of the blast suit clad heavy enemies. Unlike the other weapons, its ammunition capacity is shown as two solid white bars, each representing 50 rounds. Rather predictably, it cannot use the 30-round STANAG magazine used by the M4A1 and TAR-21; this functionality is seldom used in real life due to reliability issues, but is as usual in games not even presented as an option.

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FN M249E2 SAW - 5.56x45mm NATO
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Adams holds an M249E2 SAW.
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Adams holding an M249E2 SAW while looking at a dead soldier.
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Walker reloads the M249E2 SAW.
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The mag well for STANAG magazines confirms that this is a genuine SAW and not an M249 / Mk 46 hybrid that some games feature.

General Dynamics GAU-17/A

The General Dynamics GAU-17/A Minigun can be seen mounted on Black Hawk helicopters, and is used by Walker in the flash-foward introduction.

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General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO
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Walker mans the helicopter-mounted GAU-17/A.
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Walker opens fire with the GAU-17/A.
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Smoking barrels of the GAU-17/A.

Launchers

FN MK 13

The FN Mk. 13 is mounted on the SCAR-H CQC. It has a limit of three rounds and switches the crosshair to a leaf sight style reticle when selected.

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Late Model FN MK 13 mounted on a Gen3 FN SCAR-H CQC - 40mm
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M224 Mortar

An M224 Mortar is used by Walker, Lugo and Adams to launch white phosphorous rounds at a large group of soldiers. Walker first launches a fictional "camera" round to provide the satellite-style overhead view used to aim the weapon, viewing the output on a laptop and giving orders for shots to his squadmates. The decision by Walker to make use of this weapon proves to be a pivotal event in the game's plot.

The depiction of the mortar's effects is extremely exaggerated, seemingly based on stock footage of airbursting 98-pound M110A2 155mm WP rounds containing around 16 pounds of white phosphorous. The 3.7-pound M722 WP smoke marker round the M224 can actually fire contains less than one pound of WP and would be barely useful as an incendiary device due to its small size and impact fuze. The mortar is also shown being fired at impossibly short range; the minimum range of the M224 is around 76 yards.

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M224 Mortar with M7 baseplate - 60mm
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Walker examines the M224 mortar. Note that no ammunition is shown in the vicinity of the mortar; there is only the single "camera" round which is slightly out of shot to the right.
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Walker takes one last look at the mortar before leaving the area.

Milkor MGL Mk 1L

The Milkor MGL Mk 1L is seen throughout the campaign, though it is rarely used by enemies. Rounds are loaded one at a time, meaning it is slow to use, but due to reasonably realistic blast radius it is one of the most powerful weapons available.

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MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm
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Walker takes aim with the MGL Mk 1L launcher.
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It is a mystery how can Walker reload the MGL in one second while keeping his right hand on the trigger and hanging on with his left hand.

RPG-7

The RPG-7 is found occasionally during the campaign; it is instant death to all enemy types within the substantial blast radius, though ammo is rare and little can be carried. It is sometimes seen in the hands of enemies, and is an instant kill if it hits directly.

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RPG-7 - 40mm

Explosives

M67 Hand Grenade

The frag grenades seen in game are M67 hand grenades.

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M67 Hand Grenade

M84 Stun Grenade

The M84 stun grenade is simply called the "stun grenade." Walker can pick up and use stun grenades himself, or if the AI detects the player is suppressed Adams will offer a prompt to throw one at nearby enemies.

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M84 stun grenade

"Sticky Grenade"

The third grenade type is a "Sticky Grenade". Once thrown, the surrounding frame of the grenade splits apart, revealing the sticky explosive underneath. Sticky grenades have a longer fuse than standard hand grenades, but can stick to enemies who will often panic and run towards others.