Weapons in metro last light. Reflections on weapons in the game. You can upgrade your weapons and buy different items

Blog has been updated! - December 4
Now we will look at two weapons from the Metro universe: "Bastard" and Revolver.
The bastard is the main weapon at the initial levels of the game.

Description

A homemade submachine gun with a high rate of fire. It is recommended to fire in short bursts, otherwise the accuracy of shooting is greatly reduced. This weapon can be loaded with money cartridges. Prolonged shooting may cause jamming and overheating.

Made by surviving craftsmen at Kuznetsky Most. It is very popular among the residents of the subway. Due to the low price and the used 5.45. But with all this, it is made terribly crooked, and as a result, it quickly overheats.

Data and location

Used cartridges: 5.45 mm, cartridges-money
Maximum magazine capacity: 30
Price: Depending on the difficulty level and whether the DLC is installed.
Occurs: Given at the start of the game
Issued free of charge at the VDNKh armory.
Used by opponents everywhere.

Silencer motherfucker:

It is sold at VDNKh and Rizhskaya for 100 rounds in normal difficulty levels and for 79 rounds in DLC difficulty levels.
It can be found in the "Dead City 1" level in the booth in the pavilion.
Can be found at the "Sukharevskaya" level in a tunnel in a dead end on the table.
Can be found at the Depot level in a carriage with dead Nazis.

Revolver

The revolver is the first and only short-barreled version of the weapon in the Metro 2033 game. Its presence in the game in huge numbers is unusual in itself, given that in modern Russia revolvers are rare, used primarily as a self-defense weapon, and Magnum calibers are not popular outside the United States.

Data and location

Used cartridges: 44 cal (10.9 mm)
Maximum magazine capacity: 6
Price: Depending on the level of difficulty, modification and whether DLC is installed.
Occurs: Given at the start of the game.

Revolver: Standard.

Issued by his stepfather at the "Hunter" level.
Most opponents wear it in a holster and do not use it.

Long Barrel Revolver: Deals more damage than normal.

Sold at VDNKh, Rizhskaya and Prospekt Mira for 80 rounds in normal difficulty levels and for 63 rounds in DLC difficulty levels.
It can be found on the "Catacombs" level on a corpse in a well.

Silenced Revolver: Deals less damage, but allows you to kill enemies without being noticed.

It is sold at VDNKh, Rizhskaya and Prospekt Mira for 75 rounds in normal difficulty levels and for 59 rounds in DLC difficulty levels.
It can be found in the "Dead City 2" level, in the snow next to the corpse by the garage.

Revolver with stock and extended barrel:

Sold on Prospekt Mira for 120 rounds in normal difficulty and 95 in DLC difficulty.
It can be found on the level "Anomaly", on the corpse at the end of the tunnel where the noses are coming from.

Revolver with stock and silencer:

Sold on Prospekt Mira for 115 rounds in normal difficulty and 91 in DLC difficulty.
Can be found at the Depot level in the Nazi carriage.

Revolver with stock, extended barrel, optics and laser sight:

Sold on Prospekt Mira and Kuznetsky Most for 165 rounds in normal difficulty levels and 130 rounds in DLC difficulty levels.
Can be found at the "Paveletskaya" level, next to the tape recorder, in the mouth of the nose))

Revolver with a stock, silencer, optics and laser sight:

It is sold at Kuznetsky Most for 160 rounds in normal difficulty levels and for 126 rounds in DLC difficulty levels.
It can be found in the "Outpost" level in a crate on the dais.

In it, I will try to show my vision of weapons in Metro 2033, analyze its pros and cons and compare with models from other shooters.

"A kind word and a revolver can achieve more than just a kind word" - Al Capone

That's about POV, more precisely FOV. As I understood from the text and the picture, the author was talking about the field of view, and this is FOV. In some games (CoD: BO, TF2) it can be changed. This is the ability to give players the ability to set the range of the weapon they want. It's over a trifle, but we are still talking about a shooter, which means that our weapons will loom in front of the screen most of the time. I think when only the barrel and the magazine from the weapon are visible on the left side of the screen, then this is some kind of sharpening for e-sports. Do they really care what the weapon looks like? Perhaps this speaks of a "note of Code" a ", but I don't play like that. If possible, I always put the weapon as far away from the screen as possible. Not very far, of course, there needs to be a middle ground. Usually I do it so that I can see optical sight (I mean, not aiming). As I think, this is how most of the weapon can be seen, you can see all its details. And right after we changed the FOV, we start to look closely at the reload animation and the sound of weapon firing (I think the CoD series is the "king" of animation). Perhaps it's the aspect ratio. Consoles are usually played on TVs. And the latest TVs are made in 720p, yes 1080, that is, 16: 9. For example, I have a 16:10 monitor and I really want to change it. When I bought it two years ago, I didn't think about it at all. I am for those games in which the FOV change is possible, for me this is an important gameplay detail.

My 16:10 (1680x 1050)

Reflections on weapons in the game

Reflections on weapons in the game

16: 9 went to a friend \u003d) (1920x1080)

Reflections on weapons in the game


Reflections on weapons in the game

Of course, now there are still "squares" with 4: 3 ... I did not find any pictures, the weapon is even closer there.

A great example with the Miller's weapon, where part of the weapon is missing due to the aspect ratio.

Reflections on weapons in the game


Reflections on weapons in the game

Reflections on weapons in the game


Reflections on weapons in the game

Reflections on weapons in the game


Reflections on weapons in the game

"Everyone should stay in their places, otherwise I can't reload the machine in any way"

About animation. For example, AK animation. Well, what war shooter doesn't have AK? You probably think that it makes no difference how it looks? AK is also in Africa AK. But no. One and the same weapon can be depicted in different ways. Let's take examples, let's go to Africa, in Far Cry 2 there is an excellent model of AK-74, good animation. But! He has a bolt on the left side! And in the stalker the same way. The developers say that the atmosphere of the shooting is better conveyed this way (Recent interview with Sergei Grigorovich). If we want realism, then the shutter should be on the left side. But how can we then keep the feeling of a weapon in our hands? This is where beautiful animation comes in.

Reflections on weapons in the game


Reflections on weapons in the game

It is worth paying attention to AK in Left 4 Dead 2. This game has a great assault rifle model and realistic reload animation. When reloading, GG puts the machine gun in his left hand, takes out a magazine, inserts a new one, pulls the shutter. Everything is as it should be and nothing more. Next is the Call of Duty series. You may have noticed that in some games it was too "fat", in some it was the opposite. They hang idiotic mounts on them - MW2 (also Far Cry3). The main thing is to bomb some kolyimator, it's also more convenient to shoot! S!

And yet, in the CoD series, this weapon has always been well treated. I think MW and BO has one of the best animations. Why? Well, just watch the video. In particular, BO introduced pair shops into the game, which, in my opinion, fit into the game very well.

If you are interested, I can show you a couple more beautiful and original animations from COD.

Reflections on weapons in the game


Reflections on weapons in the game

Reflections on weapons in the game


Reflections on weapons in the game

Reflections on weapons in the game


Reflections on weapons in the game

Since we are not talking about games, but about animation in games, I will remind you about HOMEFRONT. Of course, this shooter is not for everyone, but it has something that I have long dreamed of. I had an idea for a long time about different reloading of the same weapon. Various reload animations bring realism to the game. Right? As we understood above, the same weapon can be reloaded different ways... Well, why not put them together and give out randomly? This is what HOMEFRONT did. In HOMEFRONT there is no AK, but there is T3AK, almost the same. The implementation of the idea can be seen in the videos:

Reflections on weapons in the game


Reflections on weapons in the game

In the subway there is a very nice animation + a transparent store, I think it's very beautiful. There are no complaints about AK. I recorded a short video for you, in case someone forgot. But not all is well. Here is an animache at the revolver. I love revolvers. No, I love revolvers. What do we see when we recharge it? He throws back the drum - throws out the casings - and the guest fucks all the cartridges into the drum! Yes? It is so? He just takes a bunch of cartridges from his pocket and shoves a bunch of them into the drum. I did not notice the speedloader. Garbage, but it would be nice.

About the sound. If we want realism, then we also need realistic sound. But no. Try putting some realistic sound mod on Strlker. Yes, you will go deaf! Here it is important to cut the high frequencies so that your ears do not tear up and the originality of shots from different weapons is preserved. Well, this is done by special studios. The sound should show the full power of the weapon. And it all depends on the choice and desire of the developer. The BC2 is a great example of good attention to sound. It had one of the highest quality sounds I've heard. What not to say about the animation and weapon models. The nervous twitching of the weapon while running and the vicious hammering of the magazine into the weapon were just awful. What do we hear on the subway? The AK has a good, "nice" sound. But! We also shoot money. The developers made two sounds of the shot. Here is the jamb. Money cartridges sound like a shotgun. (In general, Metro developers should pay great attention to sound and voice acting if they want to make a AAA project. In case of injuries and falls, we hear Andrey Prokhorov from 4A Games. It would be fine, a good voice, but he also cracked in the Alpha stalker from the former developers after all. ”Saved - here's a minus, although many generally give a shit about the sound.

In general, about the weapon. I think you liked both "Helsing" and "Bastard" and other homemade barrels. The cannon from the last patch, the Melnik's volt gun ("Rail"), was also excellent. We like them for their uniqueness, we have not seen them anywhere else, therefore we will remember them. How interesting it was to play with weapons from Bioshock. What was there? An ordinary shotgun, but we screw in a couple of gears - we increase the rate of fire. We put copper tubes and now we have more damage. Yes, I don't care about realism.

Reflections on weapons in the game


Reflections on weapons in the game

Reflections on weapons in the game


Reflections on weapons in the game

Reflections on weapons in the game


Reflections on weapons in the game

Reflections on weapons in the game


Reflections on weapons in the game

The craftsmen from Kuznetsky Most do everything they can \u003d) The same happened in the last Wolfenstein. We bought various modules for weapons that improved the performance of the weapon.

Move on. What makes me sad. Well, for example, the same revolvers. where are there so many of them in the subway? Damn it! What are so many revolvers doing on the subway? AND? It would be more logical to see a Makarov pistol in his place. Right? There are a lot of them, but the revolvers should have been encountered a maximum of a couple of times per game. We would have found him in some toilet. And they would shoot at the rats from him. This is not the worst weapon at all. But for us it replaces several other trunks at once. How? We've got a lot of revolvers? Well, why not stick a pipe to it? Yeah, the barrel was lengthened, it became more accurate! And what if we make a stock for it? Yes, no problem, that would be like in Westerns with Wedge Eastwood. Maybe a sight too? Well, exactly, now you can go for a bear. Come on, another muffler! Come on! Stop, muffler? A revolver, right? Are you real? We then understood this. But the developers could not stop. It may seem that these modules are exactly what I said above? By game standards, a silenced revolver is a very useful thing. But these modules are a bit different from what I was talking about. The craftsmen from Kuznetsky Most are certainly great, but this cannot be done. It would be better if they made a new pistol with a silencer. Of course, it takes so long to do it. In general, modules for weapons are a very sore subject for 4A Games. have you seen new videos? A railcar shootout? We saw of course! And the third video from the E-3, where a bunch of junk in the form of scopes, laser pointers is hung on the AK, underbarrel grenade launchers... One hundred, what? Yes, yes! In the underground! Why, 3 meters of concrete will stand. And the barrel is not simple, but our barrel is ... Homemade! Well, okay. As I understand it, this shows us that there will be skirmishes on the surface. Winter is over, all sorts of monsters woke up from hibernation and ready to tear us to shreds. And the fascists are not against it. Note that in the 3rd gameplay the barrel was not visible, it was dark there, and so on. I think you, like me, did not notice him. But in 12 minutes everything is there. Further, the collimator sight, I will not say anything about it, it is terrible. Minigun. In the metro world, where money is cartridges, it is impossible to imagine such a death machine. How is this to be understood? It's simple. Old cartridges from Kalash are not provided with gold, from this all the troubles. So they will make a new currency. Which one? Well, mushrooms. This is tea, food, drugs, and a flashlight for you (Glowing). I see only such an explanation for the appearance of the minigun in the game.

Hey Bill!

Save us something for the end?

Come on, speak the main thing.

Metro: Last Light - this is the second game in the Metro series, serving as a continuation of the previous part. Developers and publishers have remained unchanged - 4A Games and Deep silver... This time the game was released on 7 platforms: Microsoft Windows, Xbox 360, PS3 - May 17, 2013, Mac OS X - September 10, 2013, Linux - November 5, 2013 and Xbox One, PlayStation 4 - August 26, 2014. Developers took into account the wishes of gamers and critics, promising to fix some of the predecessor's shortcomings, at the same time, and improve the stealth passage.
More than a year has passed since the last part, when Artyom destroyed all the Blacks, and the time of love has come in Moscow - spring. Sparta moved to D6. In the same place, Khan informs the main character that he was able to track down one surviving Black, but still quite a child, and hoping that the last decision about the destruction of the hive was wrong, asks Artyom to save his life. Only Melnik and his gang have their own opinion - he arrests Khan, and sends his daughter Anna on a mission together with Artyom to eliminate the "Black". But unforeseen circumstances arise ...

Unlike the first part, in this game you will not encounter such difficulties as the previous work could boast, such as going to the library or how to bypass the librarian, which weapon is lethal, etc. And also it makes no sense to write where these or those chests with buns lie ... Having carefully studied the area, you can find everything: starting with the cartridge, ending with gas masks.

№1

Stealth walkthrough has been improved and worked out in detail. The fastest and most effective weapons in the game are helsings and throwing knives. They are good at killing all enemies ... Be it a man or a monster. If they don't miss, they will wipe the enemy off the face of the earth quickly and quietly.

There is nothing particularly complicated in contrast to the first game, where there were several moments when questions arose, and what to do next. For example, such as opening the door to the library, what is the best way to go to the librarian, which trunks are best, and so on. Also, I see no reason to talk about the tricks in the game. If you carefully examine everything, then you can find cartridges and filters for a gas mask.

Stealth in the game has become more thoughtful and improved. Therefore the most best weapon in the game these are throwing knives and helsing. They are good at killing any opponents, both humans and mutants. The beauty of knives and helsing is that if you don't miss, they kill all enemies the first time and silently.

Throwing knives

Helsing

Perfect to kill with them mutantsruns.Until they see you and stand on hind legs and listen, you can easily kill them with a knife, he does not have time to raise the alarm and a bunch of his relatives do not run away, respectively, we save cartridges.

On Shrimp mutants, (the ones that climb out of the water), it is best to use incendiary grenades... Throw them feet, they quickly burn out.

Incendiary grenade

As soon as the shrimps open their belly, we shoot at it, if they close it with claws, then we stop shooting, run away from them and wait for them to open their belly again.

Bosses

Shrimp.

The first boss in the game is a large shrimp that we will meet in the swamps. While we get to the order, she will appear from time to time. In general, the best option is to run away from her and not shoot, hide in the house. Near the church, we throw in incendiary grenades and shoot in the belly. we put mines in front of ourselves, well, we stupidly run back firing back.

Big Mama

The next boss or leader who we will meet literally immediately after the church. The most idiotic boss in the game. You don't need to spend a single bullet in it. This mother will kill herself. We stand so that the barricades are between you. She runs up and hits them with her head, we do the same. When she knocks them all down, she will knock them down. We do the same in the second room.

Bear.

With the bear, everything is clear, we run from her, we put mines and traps under us, when time slows down, we shoot her in the back. In the end, when monsters gnaw it, we can kill them and save the bear, or leave it to be cut. This action affects the ending in the game.

Tank.

An armored vehicle that appears in the finale is killed in just a few seconds. We shoot at the wheels first, they are highlighted in red. After being destroyed, we shoot the wheels at the tower, it will also be highlighted in red. In general, you can handle it in half a minute. It's ideal to shoot from a sniper rifle, which is right there and you can look around well.

How to get a good ending.

In fact, to get the ending where Artyom and others survive, you just need to do good deeds and not kill anyone. Help the bear survive, save Pavel, not kill Lesnitsky. Listen to all patients in quarantine, find a teddy bear for a boy in Venice (won after three victories in a shooting gallery). Do not kill animals that are not dangerous. when black speaks.

Easter eggs and all sorts of secrets in the video game