Customizable parts are the optics, barrel assembly, muzzle, stock (referred to as "receiver group"), magazine, and paint job. The game features a very deep weapon customization, which can be compared to Ubisoft's Ghost Recon: Future Soldier. Initially, some units and their associated primary weapon options are locked. Each unit for each class is associated with one of the 12 primary weapon options. There are 12 different units from ten different nations. This leads into the unit customization: players can customize their classes' special force unit in addition to their loadout. When the repeats are merged, every class only has four basic primary options. Backup weapons are assigned to the player based on character class, and cannot be chosen or customized.Įach class technically has 12 primary weapon options, but many of them are actually variations of the same weapon in different setups and configurations. Each one can choose from its own assortment of highly customizable primary weapons. There are six character classes with their own specific traits: Assaulter, Demolition, Heavy Gunner, Pointman, Sniper, Special Ops. A backup weapon is carried, such as a HK45C, Glock 18C, or a 870 Breaching Shotgun. The player carries a primary weapon such as an assault rifle, carbine, PDW, machine gun, or the AA-12. The weapon allocation system in multiplayer uses a standard two-slot system. Using a grenade or tomahawk, however, will not. These weapons cannot be kept in the player's inventory: equipping one of the assigned weapons or a laser designator will drop the tertiary weapon. Unlike the players assigned weapons, only about three reloads' worth for the AKs or 870, or one 100-round belt for the PKP, can be carried in reserve. More ammunition for these can be acquired by walking over similar weapons, or at ammunition caches. When picked up they will have however many rounds were left in the magazine, and usually one reload's worth of reserve ammo. The secondary weapon is always equipped with an infinite supply of reserve ammunition.Įnemy weapons such as the AK-103, AKMSU, PKP, and Remington 870 can be picked up as tertiary weapons. The primary weapon has a moderately large but finite ammo supply, ammunition for it can be requested from certain NPC teammates. Neither of these weapons can be traded away. The weapon allocation system in single-player gives the player two assigned weapons: a primary weapon such as a HK416 or SCAR-H, and a secondary weapon such as a SIG-Sauer P226, H&K MP7A1, or AA-12 CQC. The game notably features advertising deals with various weapon or accessory manufacturers, most obviously Trijicon, Larue Tactical, Magpul, Surefire, Vickers Tactical, and U.S. Reflex sights with swing-in/swing-out 3x magnifiers are included as well, but currently these can only be toggled in single-player. Variable-magnification scopes are also featured, as well as scopes with a "piggyback" reflex sight on top, and Surefire RTS 45-degree canted iron sights used in conjunction with scopes. In Medal of Honor (2010) when using handguns, the player character would always pull back on the slide to release it after an empty reload: in Warfighter this practice is largely dropped in favor of the slide release lever on most handguns, but is still retained on the Glock handguns.īoth the single-player and multiplayer feature fire-selectors that are both functional and animated: the player character is seen moving the fire-selector to the correct position, as is rarely seen in games. The +1 chambered round correctly does not apply to the AA-12 or belt-fed machine guns, as these are open-bolt weapons. When reloading from a completely empty magazine, it is dropped to the ground. 14 Mod 0 Enhanced Battle Rifleīoth the single-player and multiplayer aspects of the game correctly track +1 round in the chamber on all weapons and feature correct partially-full and empty reloads also, when there are unfired rounds remaining, the player character always is seen retaining the magazine while inserting a new one.
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