Weapon

Compared to the previous part, the weapons have undergone changes, even radical ones. The currency in the form of pre-war 5.45x39 mm cartridges remains the same, but now they act as incendiaries when they hit an enemy. A new caliber cartridge has been added - 7.62x54 mm R. The possibility of tuning has been added - now in all weapon stalls you can improve it, for example, you can put a laser designator, sight and barrel modification on the machine gun. Listed below are all the weapons available in this game:

  • Revolver(.44 Magnum) - Smith & Wesson style revolver with a 6-round cylinder. Was also present in the last part. Tuning options: stock, night sight, collimator and 2x sight, long barrel, silencer. In reality, the silencer on revolvers is ineffective due to the breakthrough of gases between the drum and the barrel (especially since the .44 Magnum cartridge has too much firing sound to be completely muffled), and one of the few exceptions to this rule is the Nagant system revolver. With modifications it can become a revolver carbine.
  • Scumbag(.44 Magnum) - self-loading handgun. Capacity - 8 rounds in a detachable box magazine. Options: automatic fire, fore-end and stock, extended magazine for 20 rounds, silencer or long barrel, double optics, red dot or night sight, laser designator. With modifications it can become an automatic pistol. The prototype is the Mauser C96 M712, and the cartridge used is similar to the Desert Eagle.
  • Ashot(12/70 mm) - a single-shot handicraft shotgun, in descriptions called a “buckshot pistol.” There are options with a silencer, an extended barrel, as well as a forend with a butt and various sights.
  • Doublet(12/70 mm) - a handicraft double-barreled shotgun. It has the ability to simultaneously fire from both (or four, if appropriate modifications are available) barrels. Can be upgraded with a stock, a silencer or an extended barrel, a laser designator, as well as a second pair of barrels. Was present in the last part.
  • Killer(12/70 mm) - 6-round shotgun with a revolving loading circuit, has a good rate and power of fire, reloads slowly. It was also present in the previous part, but now you can load six rounds even if there is a cartridge in the barrel, and the possibility of hitting with a butt or bayonet has also been removed in exchange for a more accurate sight. Partial prototype - Jackhammer.
  • Saiga(12/70mm) - The most powerful shotgun in the game, featuring a fast reload thanks to being fed from a 10-round box magazine (which is more than all other shotguns except Paragraph), and a high rate of fire due to being self-loading . There is an option with a drum magazine for 20 rounds, allowing the shooter to be less likely to be distracted by reloading, and a silencer. It is a Saiga-12 with an enlarged magazine.
  • Bastard(5.45×39 mm) is a low-power homemade (in the first part it is said that it is produced at Kuznetsky Most) machine gun, characterized by rapid overheating, low accuracy and, according to the description, low reliability, which is not reflected in the gameplay. Among the modifications is a radiator. Was also present in the last part. Prototype - STEN.
  • Kalash(5.45x39 mm) - an assault rifle that has more power compared to the “Bastard”, but is generally not very accurate. There is an option with optics and a magazine increased to 45 rounds. Was also present in the last part.
  • ENE(5.45x39 mm) - an assault rifle with a silencer, more powerful than the Kalash. The muffler cannot be removed. However, the magazine is designed to hold only 20 rounds. Prototype - VSK-94
  • Kalash 2012(5.45×39 mm) - an accurate and rapid-firing assault rifle with a gas exhaust system from the AK74 and a 40-round magazine above the barrel with a transverse arrangement of cartridges (similar to the FN P90), protective color, layout and the presence of plastics in the body reminiscent of the Steyr AUG. According to the sales menu, before the disaster it was the most powerful machine gun in Russia. Was also present in the last part.
  • PKK(5.45×39 mm) - a light machine gun with a magazine for 45 rounds, which does not have any special advantages over the Kalash, but has a lower rate of fire, which allows you to save ammunition. There is no option to install a muffler. There are options with various sights, as well as a drum magazine for 100 rounds.
  • Valve(7.62x54 mm R) - a makeshift rifle with a 5-round magazine. It can be upgraded with a collimator, IR night vision devices and quadruple sights, a flash suppressor (reduces recoil), a laser target designator and an enlarged magazine (allows you to load 10 rounds).
  • Preved(12.7×108 mm) - a large-caliber single-shot homemade rifle, using the same cartridge as the DShK. Ammo for this rifle is not sold by traders, it is rare and can be found in some places after the depot. Can be upgraded with: a flash suppressor (reduces recoil), an improved magazine (allows you to load 5 rounds), a laser designator and a quadruple optical sight. The name apparently comes from the famous Internet meme "Preved!" Bug: When reloading a rifle with an upgraded magazine, if there are 5 or fewer rounds left in stock, they will all disappear, regardless of how many rounds are loaded.
  • Tihar(15 mm balls) - a silent homemade air rifle with a 15-round magazine that shoots metal balls. There is an option with a laser target designator and various sights, as well as with a valve that does not bleed air when pumping the cylinder. Was present in the last part.
  • Helsing(crossbow bolts) - an eight-barrel pneumatic gun that fires steel bolts that can be picked up and used again. Equipped with a laser target designator, sights, and a pre-war valve. Was also present in the last part. The title is a reference to the film Van Helsing.
  • Light machine gun- a powerful homemade machine gun with a rotating block of three barrels and a box for 500 rounds. Very rare (only 2 times in the entire game). The player will first see it from Andrey Master (the character from the first part), and will only be able to shoot it at last level, during the defense of D6. It is impossible to replenish ammunition. Also appears in the Faction pack add-on in the mission for the Reich, where the player must shoot crowds of communists on the front line. Here the player can already replenish ammunition and can only carry one magazine in stock
  • Hand flamethrower- a homemade hand-held flamethrower, which, unlike the first part (but there was only a stationary one), cannot be used. You can see two soldiers at the end of the “Echoes” level - they use flamethrowers to drive away the Guardians chasing Artyom and Pavel Morozov - and in the finale, during the defense of D6, one of the red ones is armed with a flamethrower.
  • DShK- a machine gun, noticeable in some scenes of the game - for example, behind Andrei Master when talking with him. Unlike last game, can not use.
Blog updated! - December 4
Now we will look at two weapons from the Metro universe: "Bastard" and Revolver.
The Bastard is the main weapon in the initial levels of the game.

Description

Homemade submachine gun with a high rate of fire. It is recommended to fire in short bursts, otherwise the shooting accuracy will be greatly reduced. This weapon can be loaded with money ammo. During prolonged shooting, jamming and overheating are possible.

Made by surviving craftsmen on Kuznetsky Most. It is very popular among underground residents. Due to the low price and the 5.45 caliber used. But despite all this, it is made terribly crookedly, and as a result, it quickly overheats.

Data and location

Ammo used: 5.45 mm, money ammo
Maximum rounds that can fit in the magazine: 30
Price: Depending on the difficulty level and whether DLC is installed.
Occurs: Given from the beginning of the game
Issued free of charge at the VDNKh armory.
Used by opponents everywhere.

Bastard with a silencer:

Sold at VDNKh and Rizhskaya for 100 rounds in regular difficulty levels and 79 in DLC difficulty levels.
Can be found on level " Dead city 1" in a booth in the pavilion.
Can be found on the Sukharevskaya level in a tunnel at a dead end on a table.
Can be found in the "Depot" level in a carriage with dead Nazis.

Revolver

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

Data and location

Cartridges used: 44 cal (10.9 mm)
Maximum rounds that can fit in the magazine: 6
Price: Depending on the difficulty level, modification and whether DLC is installed.
Occurs: Given from the beginning of the game.

Revolver: Standard.

Issued by stepfather at Hunter level.
Most opponents carry 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 regular difficulty levels and for 63 in DLC difficulty levels.
Can be found in the Catacombs level on a corpse in a well.

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

Sold at VDNKh, Rizhskaya and Prospect of the world for 75 rounds in regular difficulty levels and for 59 in DLC difficulty levels.
Can be found in the Dead City 2 level, in the snow next to a corpse near the garage.

Revolver with stock and extended barrel:

Sold on Prospekt Mira for 120 rounds in normal difficulty levels and 95 in DLC difficulty levels.
Can be found at the "Anomaly" level, on a corpse at the end of the tunnel from where the proboscis snakes come.

Revolver with stock and silencer:

Sold on Prospekt Mira for 115 rounds in normal difficulty levels and 91 in DLC difficulty levels.
Can be found on the "Depot" level in the carriage with the Nazis.

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

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

Revolver with stock, silencer, optics and laser sight:

Sold at Kuznetsky Most for 160 rounds in normal difficulty levels and 126 in DLC difficulty levels.
Can be found in the Outpost level in a box on the platform.

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

“You can achieve more with a kind word and a revolver than with a kind word alone.”- Al Capone

Here's about POV, or rather FOV. As I understand from the text and 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 an opportunity to give players the ability to set the weapon's range however they want. This is a trifle, of course, but we are still talking about a shooter, which means we will have weapons looming in front of the screen most of the time. I think that when on the left side of the screen you can only see the barrel and magazine of a weapon, then this is some kind of sharpening for eSports. Don't they even care what the weapon looks like? Perhaps this speaks of a “note of Code”, but I don’t play like that. If possible, I always place the weapon as far as possible from the screen. Not very far, of course, there needs to be a middle ground. Usually I do it so that it is completely visible optical sight(I mean without aiming). I think this way you can see most of the weapon, you can see all its details. And as soon as we changed the FOV, we began to take a closer look at the reloading animation and the sound of weapon firing (I consider the CoD series to be the “king” of animation). Perhaps it has something to do with the aspect ratio. Consoles are usually played on TVs. And the latest TVs make them in 720p, and 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 it is possible to change the FOV, for me this is an important gameplay detail.

Mine 16:10 (1680x 1050)

Thoughts on weapons in the game

Thoughts on weapons in the game

16:9 I went to see a friend =) (1920x1080)

Thoughts on weapons in the game


Thoughts on weapons in the game

Of course, now there are still “squares” with 4:3... I couldn’t find any pictures, the weapons are even closer there.

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

Thoughts on weapons in the game


Thoughts on weapons in the game

Thoughts on weapons in the game


Thoughts on weapons in the game

Thoughts on weapons in the game


Thoughts on weapons in the game

“Everyone stay in their places, otherwise I can’t reload the machine gun.”

About animation. For example, the animation of AK. Well, what war shooter doesn’t have AKs? You probably think that it doesn't matter what he looks like? AK is also AK in Africa. But no. The same weapon can be depicted in different ways. Let's use examples to move to Africa, to Far Cry 2 excellent model of AK-74, good animation. But! It has a bolt on the left side! And it’s the same in Stalker. The developers say that this way the atmosphere of shooting is better conveyed (Recent interview with Sergei Grigorovich). If we want realism, then the shutter should be on the left side. But how can we then maintain the feeling of a weapon in our hands? This is where beautiful animation can help.

Thoughts on weapons in the game


Thoughts on weapons in the game

It is worth paying attention to the AK in Left 4 Dead 2. This game has an excellent model of the machine gun and realistic reloading animation. When reloading, GG puts the machine gun in left hand, takes out the magazine, inserts a new one, pulls the shutter. Everything is as it should be and nothing superfluous. Next up is the Call of Duty series. You probably noticed that in some games it was too “thick”, in others it was the opposite. They hang idiotic mounts on them - MW2 (also Far Cry3). The main thing is to bomb some kind of collimator, it’s also more convenient to shoot! Y!

And yet, in the CoD series, these weapons have always been treated well. I think MW and BO have some of the best animation. Why? Well just watch the video. In particular, BO introduced paired stores 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.

Thoughts on weapons in the game


Thoughts on weapons in the game

Thoughts on weapons in the game


Thoughts on weapons in the game

Thoughts on weapons in the game


Thoughts on weapons in the game

Since we are not talking about games, but specifically 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 been dreaming about for a long time. A long time ago I had an idea about reloading the same weapon differently. Various reload animations add realism to the game. Right? As we understood above, the same weapon can be reloaded different ways. Well, why not combine them together and issue them randomly? This is what they did in HOMEFRONT. There is no AK in HOMEFRONT, but there is T3AK, almost the same. The implementation of the idea can be seen in the videos:

Thoughts on weapons in the game


Thoughts 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 anyone forgot. But not all is well. Here is an animation of the revolver. I love revolvers. No, I love revolvers. What do we see when we recharge it? He flips the drum - throws out the cartridges - and the guest throws all the cartridges into the drum! Yes? It is so? He simply takes a bunch of cartridges from his pocket and stuffs them into the drum in a heap. I didn't notice the speedloader. Bullshit, but it would be nice.

About the sound. If we want realism, then we need realistic sound. But no. Just try installing some realistic sound mod on Strlker. You'll go deaf! Here it is important to cut down the high frequencies so as not to tear your ears and preserve the originality of the shots different weapons. Well, this is what special studios do. The sound should show the full power of the weapon. And it all depends on the choice and desire of the developer. A great example of good attention to sound would be the BC2. It had some of the best quality sound I've ever heard. What can we say about animation and weapon models. The nervous twitching of the weapon while running and the malicious loading of the magazine into the weapon were simply terrible. What do we hear on the subway? The AK has a good, “pleasant” sound. But! We also shoot with money. The developers made two gunshot sounds. This is where the problem lies. Money cartridges sound like a shotgun. (In general, the Metro developers should pay great attention to sound and voice acting if they want to make an AAA project. When injured and fallen, we hear Andrei Prokhorov from 4A Games groaning. Everything would be fine, good voice, but he also krekhtel and in the Stalker Alphas, one of the former developers after all. Saved - that's a minus for you. Although many people don’t give a damn about the sound.

In general, about weapons. I think you liked both “Helsing” and “Bastard” and other homemade guns. The gun from the latest patch was also excellent - Melnik's volt gun ("Rail"). We like them for their uniqueness; we have never seen them anywhere before, so we will remember them. It was so interesting to play with weapons from Bioshock. What was there? An ordinary shotgun, but we screw in a couple of gears and increase the rate of fire. We install copper tubes and now we have more damage. I don't care about realism here.

Thoughts on weapons in the game


Thoughts on weapons in the game

Thoughts on weapons in the game


Thoughts on weapons in the game

Thoughts on weapons in the game


Thoughts on weapons in the game

Thoughts on weapons in the game


Thoughts on weapons in the game

The masters from Kuznetsky Most don’t do anything =) Something similar happened in the last Wolfenstein. We bought various modules for weapons that improved the weapon's performance.

Go ahead. Which makes me sad. Well, for example, the same revolvers. Why are there so many of them in the metro? Damn it! What are so many revolvers doing in the subway? A? It would be more logical to see a Makarov pistol in its place. Right? There are a lot of them, but revolvers should have been encountered a maximum of a couple of times per game. We would have found it in some toilet. And they would shoot at rats from it. This is not the worst weapon at all. But for us it replaces several other trunks at once. How? We have a ton of revolvers, right? Well, why not stick a pipe to it? Yeah, the barrel has been lengthened, or more precisely! What if we make a butt for it? Yes, no problem, just like in Westerns with Clean Eastwood. Maybe also a sight? Well, that’s right, now you can hunt a bear too. And give me another muffler! Come on! Wait, muffler? For a revolver, right? Are you real? You and I understood this. But the developers couldn't stop. It might seem that these modules are exactly what I was talking about above? By game standards, a revolver with a silencer is a very useful thing. But these modules are a little 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. Well, of course, it takes so long to make it. In general, weapon modules are a very sore subject for 4A Games. Have you seen the new videos? Shootout on handcars? Of course we saw it! And the 3rd video from the E-3, where a bunch of junk is hung on the AK in the form of sights, laser pointers, underbarrel grenade launchers. Hundred, what? Yes, yes, a grenade launcher! In the underground! Why, 3 meters of concrete will withstand it. And the water barrel is not a simple one, but our sub-barrel... 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 have woken up from hibernation and are ready to tear us to shreds. And the fascists are not against it there. Note that in the 3rd gameplay the underbarrel was not visible, it was dark there, etc. I think you, like me, didn’t notice it. But in 12 minutes everything is there. Further red dot sight, I won’t say anything about him, he’s terrible. Minigun. In the world of the subway, where money is ammunition, it is impossible to imagine such a death machine. How to understand this? It's simple. Old Kalash cartridges are not backed by gold, this is what causes all the trouble. So they will make a new currency. Which one? Well, mushrooms. This is tea, food, drugs, and a flashlight (Luminous). This is the only explanation I can see for the appearance of the minigun in the game.

Hey Bill!

Are you saving us anything for the end?

Well, go ahead, tell me the main thing.

There is nothing particularly complicated in it, unlike the first game, where there were several moments when questions arose about what to do next. For example, such as opening the door in the library, what is the best way to get past the librarian, which trunks are better, and so on. I also don’t see any point in talking about the bugs in the game. If you carefully inspect everything, 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 it's 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

Ideal to kill with them mutantstreasures. While they don’t see you and stand on their hind legs and listen, you can easily kill them with a knife; he doesn’t have time to raise the alarm and a bunch of his relatives don’t come running, so we save ammo.

On Shrimp Mutants, (the ones that climb out of the water), it is best to use incendiary grenades. If you throw them under the bus, they quickly burn out.

Incendiary grenade

As soon as the shrimp open their abdomen, we shoot at it; if they close it with their claws, then we stop shooting, run away from them and wait for them to open their abdomen 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. All in all the best option This is to run away from her and not shoot, to hide in the house. Near the church, we throw incendiary grenades and shoot in the belly. We place mines in front of us, and then stupidly run around shooting back.

Big Mama

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

Ursa.

Everything is clear with the bear, we run away from her, set mine traps under us, when time slows down we shoot her in the back. At the end, when the monsters are gnawing at her, we can kill them and save the bear, or leave her to be torn to pieces. This action affects the ending of the game

Tank.

The armored tank that appears in the finale is killed in just a few seconds. We shoot at the wheels first; they are highlighted in red. After the wheels have collapsed, we shoot 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 with a sniper rifle, which is right there, and take a good look around.

How to get a good ending.

Basically, to get the ending where Artyom and the 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 the sick people in quarantine, find a teddy bear for a boy in Venice (won after three victories in the shooting gallery). Don't kill animals that are not dangerous. when a black person says it.

Easter eggs and all sorts of secrets in the video game

Metro: Last Light is the second game in the Metro series, serving as a continuation of the previous part. The 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. The developers took into account the wishes of gamers and critics, promising to correct some of the shortcomings of the predecessor, and at the same time improve 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. There, Khan informs the main character that he was able to track down one surviving Black, but still just 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 with Artyom to eliminate “Black”. But unforeseen circumstances arise...

Unlike the first part, in this game you will not encounter such difficulties as the previous game could boast of, such as getting into the library or how to bypass the librarian, which weapon is lethal, etc. And there is also no point in writing where certain chests with goodies are located... Having carefully studied the area, you will be able to find everything: from cartridges to gas masks.

№1

The stealth passage has been improved and worked out in detail. The fastest and most effective weapons in the game are the helsing and throwing knives. They are good at killing all enemies... Be it human or monster. If you don't miss, they will wipe out the enemy from the face of the earth quickly and quietly.