Magazine/Reserve Capacity: 6/12 Spawn Command: give weapon_357 Spawn Ammo: give item_ammo_357 Picture: http://ep1.vidgg.com/picture.php?id=357.jpg
Description: The second handgun available, the revolver is essentially a hand cannon, with it being more powerful and accurate than most other weapons, but ammunition is scarce, due in part to the fact that enemies do not carry this weapon. Due to its excellent stopping power, it is effective against Combine soldiers and headcrab zombies. A headshot with this gun will almost guarantee a one-shot kill even on the most heavily armoured enemies. This weapon appears to be based on the Colt Python Elite .357 Magnum, which is confirmed by the designation on the weapon's barrel in-game.
First Found: Chapter 5: Exit 17. Found on the floor in the train station foyer after ferrying citizens across.
---------------- | Submachine Gun | ----------------
Range: Medium, accuracy suffers at long ranges Damage: 3 Alt-Fire: Yes Magazine/Reserve Capacity: 45/225 + 3 HE-DP Grenades Spawn Command: give weapon_smg1 Spawn Ammo: give item_box_mrounds Secondary Fire Ammo: give item_ar2_grenade Picture: http://ep1.vidgg.com/picture.php?id=smg.jpg
Description: The first rapid-firing, fully automatic weapon received, the submachine gun is the weapon of choice for close to mid-range combat. It has a 45 round magazine with 225 rounds in reserve, and its secondary fire launches a grenade that detonates on impact. Ammo for this weapon is quite plentiful, making it one of the most frequently used weapons in the game. However, its accuracy is lacking due to its high rate of fire. It is modeled after the Heckler & Koch MP7, but with an additional grenade launcher above the main barrel (which is fictional, but feasible in theory). The gun ejects regular pistol casings, despite the MP7 using bottlenecked cartridges and the weapon's ammo pickup icon showing the correct bullet.
First Found: Chapter 4: Urban Flight. Dropped by rappelling Combine Soldiers.
-------------------------------------- | Overwatch Standard Issue Pulse Rifle | --------------------------------------
Range: Medium to Long Damage: 8 Alt-Fire: Yes Magazine/Reserve Capacity: 30/60 + 3 Energy Orbs Spawn Command: give weapon_ar2 Spawn Ammo: give item_ammo_ar2 Secondary Fire Ammo: give item_ammo_ar2_altfire Picture: http://ep1.vidgg.com/picture.php?id=ar2.jpg
Description: A powerful directed-energy weapon used by the Combine Overwatch soldiers and Overwatch Elites, this rifle is the weapon that most resembles an assault rifle in the entire game. It is very accurate at short and medium ranges, with average results at long and extreme. It has two fire modes - primary fires directed dark energy pulses, while the secondary launches a Combine dark energy orb.
First Found: Chapter 4: Urban Flight. Two OSIPRs are found on a shelf in a Combine Garrison, not too long after finding the SMG.
--------- | Shotgun | ---------
Range: Close, accuracy suffers greatly at increased range Damage: 48 (8 x 6 pellets per shot) Alt-Fire: Yes Alt-Fire Damage: 84 - 100 (12 x 7 pellets per shot) Magazine/Reserve Capacity: 6/30 Spawn Command: give weapon_shotgun Spawn Ammo: give item_box_buckshot Picture: http://ep1.vidgg.com/picture.php?id=shotgun.jpg
Description: The shotgun inflicts large amounts of damage at close range, but its broad shot spread makes it weak for long-distance fighting. Despite appearing to be a single barrel weapon (the tube below the barrel contains the ammunition) its secondary fire discharges two shells at once, effectively doubling the damage dealt in one shot (It has been speculated, though not confirmed, that this is actually two shells fired in rapid succession). The weapon is extremely effective against zombies, especially Fast Zombie variants, or when engaging in close quarters combat in tight hallways. This weapon is modeled after the Franchi SPAS-12 shotgun, but carries two fewer cartridges in the magazine tube. In the original game however; the true-to-life eight cartridge magazine is portrayed, as both games have shotguns modelled after the SPAS-12.
First Found: Chapter 3: Lowlife. Located on a shelf in the same small fenced-in area as the Pistol, and must be yanked out of a hole in the fencing with the Gravity Gun OR found by the body of a dead resistance citizen in the tunnel beyond the darkened room OR on top of an ammo crate in the crashed Combine troop train.
---------- | Crossbow | ----------
Range: Long to Extreme Damage: 120 Alt-Fire: Yes (activates and deactivates the scope) Magazine/Reserve Capacity: 1/10 Spawn Command: give weapon_crossbow Spawn Ammo: give item_ammo_crossbow Picture: http://ep1.vidgg.com/picture.php?id=crossbow.jpg
Description: The Crossbow is a long-range weapon with high damage and accuracy, but with a slow reload time as ammo has to be fired one at a time. It appears to have been constructed by Resistance members from scrap materials and to fire rebars which are superheated by electrical current from a large battery on the underside of the weapon. These projectiles kill on contact and can nail enemies to nearby walls. The bolts also travel relatively slowly, dropping slightly over long distances, as, unlike most of the other projectiles, they are modelled by the game's physics engine. For these reasons, the Crossbow can be a difficult weapon to use against moving targets. As a result, many players prefer to use the .357 for hitting targets at long range. The rebar will ricochet off of most hard surfaces when the angle of impact is low enough. Secondary fire activates a zoom mode to assist in sniping. The crossbow is also one of the few weapons that can be fired underwater, though there is not much opportunity to use that ability in-game. Use against Antlion Guards show that the bolts simply bounce off.
First Found: Chapter 4: Urban Flight. On the floor in a Combine supply depot.
----------------------------------------- | Rocket-Propelled Grenade Launcher (RPG) | -----------------------------------------
Range: Medium to Long, splash damage to player at close range Damage: 150 Alt-Fire: No Total Capacity: 3 Spawn Command: give weapon_rpg Spawn Ammo: give item_rpg_round OR item_ml_grenade Picture: http://ep1.vidgg.com/picture.php?id=rpg.jpg
Description: This weapon fires rocket propelled grenades which must be guided in flight using a laser painter sight which "paints" a red light on a target which the rocket will then follow. The RPG is primarily an anti-vehicle weapon, used to shoot down Combine gunships and striders. Throughout the game ammunition for this weapon can usually be found strewn about areas containing gunships, and later in battlezones involving striders as well. Up to three rockets can be stored in reserve. Unlike in Half-Life, the guidance laser cannot be turned off to dumb-fire a rocket. If a rocket is fired it will home in on whatever the designator hits until it explodes.
It is interesting to note, that due to the rocket's maneuverability, it may be possible to trigger an 'orbit' movement for it, when the rocket's trying to hit the painted target, but can't, due to it's speed, resulting in it circling the target endlessly.
First Found: Chapter 4: Urban Flight. Dropped by a Resistance citizen after he gets killed by a Gunship in the ruined hospital, or much more rarely; earlier in the chapter while fighting Combine Soldiers in a ruined street, if the Resistance citizen with the weapon in that map is killed.
--------------------------- | M83 Fragmentation Grenade | ---------------------------
Range: Medium, limited by Gordon's throwing strength Damage: 125 Alt-Fire: Yes Total Capacity: 5 Spawn Command: give weapon_frag Picture: http://ep1.vidgg.com/picture.php?id=nade.jpg
Description: The fragmentation grenade is a military-issue weapon with a four-second fuse. Grenades are necessary for taking out Combine snipers and turrets, and are also effective against large hordes of enemies (especially zombies, as they do not attempt to avoid the blast). A unique feature of the weapon is a red LED on the top that turns on when the grenade is thrown, leaving a temporary trail of red to mark the grenade's path through the air.
Primary fire throws the grenade a variable distance depending on the elevation angle the grenade is thrown. Secondary fire is an underhand toss/roll which significantly changes the delivery of the grenade. If secondary fire is used while standing, the grenade has much shorter range, and will bounce somewhat randomly upon hitting the ground; if crouching, the grenade is rolled along the ground in a fairly straight line, often curving to one side near the end of its roll, and if running, the grenade usually drops straight to the ground. Ordinarily, there is a significant delay between secondary fire and the actual grenade launch; this delay can be effectively eliminated in certain situations by holding secondary fire until the grenade is needed.
First Found: Chapter 3: Lowlife. While attempting to find cars to block Antlion burrows in a large dilapidated parking garage, the player can find a single grenade near shotgun ammunition and crabless Zombines near a car in one section of the garage.
---------------------------------------------------------------------------- | | | Legal & Contact [B.04] | | | ----------------------------------------------------------------------------
Email: gamefreaksl gmail com
Everything in this faq(pictures, videos, ect) are (C) 2006 gamefreaksl & shf3. If you would like to use anything in this faq for public use, you will have to contact me. (I will almost always say yes)
Now if you come across an error, have something you would like me to add, or just have a question. Email me and I'll get back to you as soon as I can.
|