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Cue rioting. Cue cheering. Heretic 's pistol is called the Elven Wand, which is mainly usable against the weakest enemies and gets slightly more powerful when used with a Tome of Power.

Team Fortress Classic has the spy with a tranquilizer gun used for slowing down opponents that uses the unreleased silencer model for the pistol in Half-Life 1 , and the engineer that has a railgun, which unlike Quake II , is just a lazer blaster. The Scout and Engineer of Team Fortress 2 have pistols as secondary weapon; the Engineer has so many bullets they may as well be infinite but the Scout has so few 48 it's one of the weapons most likely to run out of ammo.

They are functionally automatic weapons, because holding the fire button makes the character fire as fast as the gun can more than five times a second. The Spy's only projectile weapon is a revolver that is quite accurate. Three variations in Gears of War , with the semiauto standard-issue Snub Pistol, the Boltok Pistol , and the Gorgon pistol, which fits under automatics. Unreal Tournament 's Assault Rifle may qualify here since it replaces the Enforcer and is equally pitiful, but can also be dual-wielded.

The Automag in Unreal , the precursor to the Enforcer - though it couldn't be dual wielded, it had to be reloaded every twenty shots, and it was an upgrade over your actual starting gun by way of being Hitscan. Resistance 2 's magnum is quite devastating, just like Halo 1's pistol.

Bonus points for being able to explode bullets once they're implanted in enemies. Can be wielded akimbo in the Primal Hunt expansion pack for Aliens vs.

Predator 2. Several versions exist in each of the Call of Duty games. Call of Duty 4 , for example, offers the M9 Beretta, the M This is further extended in the zombies mode , in which your basic starter weapon is an M however, this changed with the addition of the MR6 and the Bloodhound in Black Ops 3.

The Warp Pistol in The Conduit is nominally an alien version of the pistol, but its shots can be bounced off walls to hit hidden targets. It can also be charged. Descent , the regular laser. Upgradable to four power levels, six in the sequel, plus the equivalent of twin pistols, the Quad Laser.

In Outlaws you get a revolver. In the first 3 Dark Forces games, you get Kyle's trademark weapon, the Bryar pistol. In the fourth game you get a DL pistol similar to the one used by Han Solo. BioShock has a revolver. The precision pistol in Star Wars: Battlefront II , unlocked for getting six kills in one life with the standard pistol, does as much damage as a normal sniper rifle, including instant-kill headshots and has six sixteen-shot magazines.

Blood has a Flare Gun as its stand-in for the typical pistol. The second game has it return alongside a more standard pistol, both of which can be paired up when you find a second one. Blake Stone has the Slow-Fire Protector. Perfect Dark has the Falcon 2, which can be fitted with a scope or silenced, and the rather weak MagSec.

For alien weapons, there is the Phoenix laser pistol with a setting for explosive rounds and the Mauler single or charged-up shot. Singularity has a revolver.

Dark Watch has the Redeemer and the Wargivers, a large revolver and a pair of smaller ones, respectively. The Redeemer fired slowly at first, but if the trigger was held down the protagonist would begin to fan it's hammer, firing much more quickly but with reduced accuracy. Both have blades.

There's also an ordinary six-shooter only used in the opening level. Killing Floor starts every player with a Beretta M9. You can dual-wield them, as well as more powerful options in the. Pistols are extremely light and easy to carry and two belts in the game have a holster for carrying one , but often lacking in stopping power. However, there are various magnum guns including revolvers and Desert Eagles that are powerhouses in close quarters, but still have low rates of fire due to the recoil and low capacity.

Despite what it may look like, the lack of accuracy due to not having any sights , low capacity, and bolt-action firing make it little more than Vendor Trash. Mass Effect has the Pistol weapon type, available to all classes. The Shadow Warrior has an 8-round revolver with a secondary firing mode where you fan the trigger "Western-style". It is a quite powerful weapon based on the Chiappa Rhino. Daikatana actually makes the typical pistol the first weapon of the final'' of four episode.

Given the nature of most other weapons , the firmly Boring, but Practical weapon is more than welcome. Each episode does have an analogue. The Ion Blaster fires ricocheting energy shots, the Discus returns to the user when thrown, and the bolter is essentially a non-hitscan pistol. Blockstorm 's Pistol fills the role of a Hand Cannon , featuring a small eight-shot magazine and less accuracy than the semi-auto rifle, but still being rather deadly in the right situation, having a much faster rate of fire and being able to kill in two shots.

Alpha Protocol 's pistol does mediocre base damage, but this can be improved with an aimed Critical Hit , especially a headshot. It can be equipped with a silencer for stealth Mike, and it's the only firearm that can use tranquilizer rounds for nonlethal takedowns at range.

Its skill, Chain Shot , puts Mike into Bullet Time and lets him fire off a number of shots in an instant - and he can take the time to aim first, making the pistol the weapon of choice for putting bosses down quickly. Pistols are the most broadly-useful gun Mike has, and it's entirely possible to go through the entire game without using any other guns.

Ion Fury has the Loverboy, a triple-barreled revolver that remains powerful through the whole game and has an alt fire that locks on to enemy heads.

Doom had one of the first shotguns, but Doom II: Hell on Earth s super shotgun and Doom 3 s shotgun more closely matched the gameplay described.

The original was longer-range, faster, and weaker in comparison. DOOM 's shotgun can be modded to fire three-round bursts which use up ammo quickly or explosive shots that act a lot like a grenade launcher. The super shotgun is much like its counterparts in the original games. Shadow Warrior has a four -barreled rotary shotgun that fires either single shots or four-shot bursts. The remake's shotgun is a double-barreled affair that can be upgraded to fire both barrels at once, and to have two extra barrels.

Unlike its earlier counterpart, it cannot be autofired, and must be reloaded after all the barrels are fired. Daikatana has the Shotcycler-6 in the first episode, that fires six-round bursts. It's less useful than that sounds , but it can be used to Rocket Jump. The final episode's Slugger is a simpler shotgun that can also fire grenades. All of the classes in Team Fortress Classic except for the sniper have either a single barrel shotgun, a double barrel shotgun, or both in their arsenal.

In Team Fortress 2 , the shotgun is the default secondary weapon of the Soldier, Pyro and Heavy, and the primary weapon of the Engineer.

It has comparatively tight spread, but only moderate damage. The Scout has a Sawn-Off Shotgun as his primary weapon, which is lethal at point blank but basically the same as the other shotguns otherwise.

Battlefield Heroes ' shotguns can be used by Soldiers and Gunners and have designations for close, mid and far range, having a larger magazine and fire rate for closer ranges, or better accuracy for farther ranges.

All do the most damage at their made-for range. Both STALKER games contain a rare case where the shotguns there are four different ones, ranging from break-open to semi-automatic do have the option of firing slugs. Spec Ops: The Line has two shotguns: the W, which is a standard close-range shotgun, and the AA12, which has the distinction of being a fully automatic videogame shotgun that fires slugs — it's so amazingly powerful, you can kill a heavy trooper in just a few seconds with it.

Its primary fire mode was an energy pulse that was quite wide like a shotgun blast, but also coherent so it didn't spread out no matter how far the target was, so if it hit it was always for full damage.

It also had a somewhat more typical alternate-fire that shot a spread of five beams. The Assault Rifle in Elite Force II fills this niche more accurately and was apparently named by someone who had no idea what "assault rifle" means in real life Flak Cannon: A variation introduced by Unreal that fires shards of molten shrapnel, which can be bounced off walls and around corners.

Secondary fire allows it to double as a grenade launcher. Sadly, Jedi Outcast took a perfectly good fragmentation missile launcher and turned it into a direct copy of Unreal 's Flak Cannon Halo had the shotgun, a smaller, weaker, dual weldable "Mauler" shotgun, and a pretty good Scattershot which can also ricochet its shots off hard surfaces.

Marathon had you dual-wielding double-barreled shotguns, despite the obvious challenge reloading should present. In-game, Durandal tells you it's too complicated for you to know how. As did Time Splitters 2. And a recent example, Modern Warfare 2 has you dual wielding the same. We don't get to see how to reload them, as the animation has the gun s slip off below the screen after they're broken open and not returning until the new shells are already in.

Excellent for clearing corridors. See below under "Crossbows". Blood has a double-barreled shotgun. You can fire each barrel in rapid succession or fire both at once, but then the gun has to be reloaded. The expansion for the second game eventually adds a semi-automatic combat shotgun with an attached Grenade Launcher with grenades that emit poisonous smoke. The Resident Evil games have always had shotguns and mostly followed the pattern of making them best used as melee weapons that use ammo, but the more recent games have begun to move away from this; in Resident Evil 4 , one of the shotguns can be upgraded to be more effective at longer ranges.

Also, in Resident Evil 5 , one shotgun is as useful as any other non-scoped gun at long range since one of the pellets will always hit where the laser is pointed. This is because 'sniper-type' enemies in 4 and 5 were generally much weaker than the mooks who would get up close and personal, and would go down in fewer shots as a result.

The designers also mistook the magazine tube for a second barrel, allowing the player to "fire both barrels" for added damage while using up two shells at once and having a longer delay between shots.

Outlaws has three shotguns, single barreled, double barreled, and sawed-off double barreled. Star Wars: Battlefront II has the normal shotgun, carried by the Engineer class, which shoots a spread of green laser beams and is only dangerous up close. The award shotgun, called a "flechette shotgun" similar to the above entry, shoots purple beams and has a much tighter spread. Curiously, the Republic's V-wing bomber in space maps has a starfighter-sized version as its primary weapon.

BioShock and BioShock 2 both include shotguns. The first one has special electric buckshot ammo, and the sequel's double-barreled shotgun can be loaded with very powerful slugs. Infinite has a more mundane shotgun lever-action this time which is still very powerful, and can be upgraded with a faster reload, increased damage, and a larger magazine. Quake I has two shotguns: a single-barreled version which is weaker but more accurate, and a double-barreled version which is powerful at close range but very inaccurate at long range.

Goldeneye has two shotguns, but the differences between them are mostly cosmetic. The Automatic Shotgun actually semi-automatic has a magazine of 5 and deals the most damage per hit of any weapon but the Golden Gun. The Shotgun unlockable with cheats is the same thing, but noisier and with the shell holder moved. Perfect Dark has a shotgun with a magazine of 9 which can be set on single or double blast. It's powerful, but suffers from a very long reload time the animation is putting each individual shell into the gun one by one.

Rage has a shotgun that can be loaded with a variety of rounds, including slugs and "Pop Rockets", which turn the weapon into a weaker rocket launcher. Dark Watch has a quad-barreled, pump-action shotgun that fires two rounds with each shot. It's also bladed. Killing Floor has six different shotguns - Benelli M3 and Winchester pump-actions the latter loaded with Dragon's Breath shells , double-barreled hunting, "HSG-1" bullpup magazine-fed, Benelli M4 semi-automatic and the fearsome AA automatic.

Killing Floor 2 keeps most of these, only swapping out the M3 for a gauge Mossberg and the HSG-1 for a new, double-barreled "HZ", and also adding a caseless semi-automatic version for the Medic. Buckshot has a surprising range for video games , however, and some guns can be fitted with a scope and loaded with slugs to use as a makeshift sniper rifle. Mass Effect has the Shotgun weapon type, available to Soldiers and Vanguards. They are usually ineffectual at long range , though Mass Effect 3 introduce the Graal Spike Thrower, a krogan shotgun that fires a single barbed spike instead of a spread of pellets : with the right mods , it can be used as a sniper shotgun.

Mass Effect 3 also introduces the Piranha, a full-auto-capable shotgun, and the Crusader, a slug-only weapon that works more like a sniper rifle than a shotgun.

Blockstorm has two, a full-size shotgun for the primary slot and a sawed-off for the secondary. Both are short ranged , but deal incredible power. The former has slightly better range, twice the capacity, a faster rate of fire and reload, and is the lightest primary weapon in the game; the latter has better power, but has a longer delay between firing each shell and is heavier than the longer-ranged pistol.

Deus Ex offered two shotguns. The pump-action shotgun took up less space in the Grid Inventory and did more damage per shell, but had a smaller magazine and required pumping between shots. The assault shotgun was basically an assault rifle that could fire shotgun shells on full automatic. The game also offered both standard buckshot shells for use against organic enemies and sabot shells for fighting robots.

In Touch The Dead , this is one of the weapons you have. In Alpha Protocol , the shotgun is largely a Short-Range Shotgun , designed more for close-quarter missions and clearing rooms full of enemies.

It does tremendous damage if it hits at short range, often shredding armored enemies with a hit or two, and can knock down enemies with a charged shot allowing for a One-Hit KO in melee if you stomp them before they get up , but it has no effect to speak of at long range and is as stealthy as a grenade.

The Room Sweep special ability makes every hit a knockdown critical for a short time. Ion Fury 's shotgun doubles as it's grenade launcher as both are fired from the same gun and the player can swap ammo by alt firing. Splitgate : The Shotgun is strictly of the short range kind, instantly lethal in short-range bouts and with enough spread to bring serious pain in narrow corridors, but past ten feet or so the damage collapses.

Wolfenstein 3-D has two of these: a machine gun and a "chaingun" which was really a minigun Doom , Doom II , Final Doom et al has the chaingun again, really a minigun and plasma gun. The former has a slower rate of fire, deals less damage, and deviates from where you're actually aiming after very few shots, but is found earlier and has much more common ammo.

Doom 3 has both of the above, plus the machine gun. DOOM has a heavy assault rifle, a chain gun and a plasma gun, all of which can be modded for added utility. Heretic has the Dragon Claw, the Hellstaff, and the Firemace. Goldeneye had several automatics, but the best known one was the RC-P90, which fired an incredibly fast wall of lead and was only available after killing Xenia at the Jungle level.

It was based off the FN Herstal P The machine guns in Rise of the Triad had unlimited ammo. Quake had the nailgun, super nailgun, and lightning gun; Quake II had the machine gun, chaingun really a minigun , and hyperblaster; Quake III: Arena had the machine gun, plasma gun, and lightning gun; and Quake IV had the machine gun, nailgun, hyperblaster, and lightning gun.

The Unreal franchise has numerous machine guns, miniguns, plasma guns, and crystal-shard guns. A kill from the secondary will reduce the victim to a charred skeleton. Blood has a Tommy gun. Daikatana has the Ripgun, i. There's also the Kineticore, which fire fast-flying ricocheting Damage Over Time projectiles that are very easy to hurt yourself with. Submachine guns for Soldiers and machine guns for Gunners in Battlefield Heroes have close, mid and far range designations, doing more damage in the range the gun is made for , as well as having a larger magazine and faster fire rate for closer ranges, or better accuracy for farther rangers.

Secondary fires match other tropes more closely. Notably there is no assault rifle in TF2 for Competitive Balance reasons. The Mulcher of Gears of War 2 is a minigun that has to be set down and braced for anything resembling accuracy, while the Lancer of both games is the all-purpose automatic, and also your default weapon.

And it has a chainsaw bayonet built into it. Most of the guns in Halo can be fired automatic; but the series from Halo 3 onward added some overkill with the ability to tear chaingun turrets off their tripod and go to town It slows you down and runs out of ammo fast, but damn it looks awesome. As can be expected, every WW2 game in existence features at least four of these. The Tommygun, MP, and Sturmgewehr are the most commonly seen.

And don't forget the PPSh 'burp gun'. Call of Duty 4 features about twenty representatives from this group. The Arc Welder in the first game fills the "lightning gun" niche.

The basic Phaser also behaved like a lightning gun, though in terms of power and role, it was a [[weapon of last resort]] Aliens vs. Predator 2 has the pulse rifle and "smartgun", as seen in the movies, and a 3-barreled minigun, which was not seen in any movies. American McGee's Alice sports a magical deck of razor-sharp cards that track their targets. The Dark Forces Saga includes the comically inaccurate E11 Stormtrooper Rifle, prototype repeater guns, and a heavy repeater.

Descent has the Vulcan and Gauss cannons, the shots of which travel much faster than laser beams. Shadow Warrior let the player operate one or two Uzis. With the proper upgrades, Lo Wang can dual-wield this as well. Lo Wang can also commandeer a floor-mounted minigun for those times when he has to blow a lot of demons out of the sky very quickly. BioShock : You get a Tommy gun. BioShock 2 has a Gatling gun. Star Wars: Battlefront 2 has the standard base class for every faction with an assault rifle.

The award version shoots pulses of three bolts instead of being full-auto, but two hits will down anything short of a Wookie.

The Clone Commander and the Destroyer Droid also have specialized high rate of fire unlimited ammo guns. The most common is the AK knockoff, though.

This inspired a tongue-in-cheek post on Cracked. Singularity has an assault rifle and minigun. A different M4 can be purchased that has no scope, but has an attached M Grenade Launcher.

The MAC 10 has incendiary rounds if used with the "Firebug" perk. In addition to the many production models, Ghost Recon has the MR-C and XM 8 prototype assault rifles the former never made it past mock-up stage in real life.

Submachine guns appear before assault rifles and have lower damage, but often higher rates of fire and are much smaller, making them easier to carry and maneuver some machine pistols can even be fitted in belt holsters with the stock folded. When assault rifles with folding stocks show up, however, SMGs tend to get rapidly outclassed due to their shorter range and lack of power and are relegated to emergency weapons. This is especially true when body armor becomes common among enemies, since rifles have more chance to penetrate with standard FMJ rounds than pistols.

There are also light machine guns available, which fire the same rounds as assault rifles and battle rifles but with a much larger ammo capacity and a resistance to overheating sometimes with the option for changeable barrels.

They also tend to come with bipods by default, making up for their heavy weight by allowing the user to easily drop and cover an area with sustained fire or make accurate shots at long range. The standard Godwyn Pattern bolter in Warhammer 40, Space Marine fills the assault rifle niche, but it's loaded with what amount to miniature rocket-propelled grenades.

Turok 2 's Firestorm Cannon. A plasma spewing chain-gun. Most weapon types in Blockstorm fill this role, one for each of the three "realistic" subtypes. The AK is the primary one, with good damage and accuracy while aiming, but with noticeable spread when firing from the hip.

The MP5 deals less damage, but fires faster and is more accurate when spraying from the hip, while also being a little lighter for faster movement. The M is somewhat of a cross between this and a BFG, dealing even further damage enough to even shred cover with little effort and having a much larger magazine size, but in return it has heavy recoil, heavy weight, and a slow reload.

The secondary slot gets a second SMG in the Mini-Uzi, which fills the same sort of role as the full-size MP5, though it's much heavier than the pistol to trade off for the larger magazine and rate of fire.

Destiny has these in several flavors. Auto-rifles are your standard assault rifle, with no bells and whistles unless it's an exotic. Machine Guns are very large, with plenty of dakka to go around The sequel, Destiny 2 introduces Submachine Guns to us. SMGs are used in pairs to spread More Dakka over an area. Individual shots are weaker than pistol fire, but the weapon increases its damage as you get in more hits with a hit streak; this streak is lost when you reload, switch weapons or take too long to start shooting again.

Tactically, SMGs suffer from a Master of None role; shotguns are better at room-clearing, while assault rifles are better for actual ranged combat. Their special ability, Bullet Storm , allows for an SMG to keep firing for the duration without expending ammo.

Assault rifles are the longest-ranged weapon that Mike can carry, and nearly matches the pistol for versatility. A single burst can easily kill an enemy, especially when equipped with armor-piercing rounds, and the AR also has the interesting option of subsonic rounds for silent kills.

Its disadvantages are that it eats ammo for breakfast, and it's not as effective for spray-and-pray as the shotgun or SMG - you need to stand still and aim, especially if you want to shoot a burst down the center-line for a critical.

Its special ability, Focused Aim , is an autoaimer. You start the game with it. Ion Fury has the Perpetrators - a pair of Uzis that fire incendiary bullets and shred through ammo like they do enemies. It also has a traditional chaingun you acquire by ripping it off the first boss. Splitgate : The Assault Rifle is closer to a regular automatic, and nearly all Casual game modes start you out with it.

The damage per bullet is passable, but the fire rate makes it deadly, especially close-up though it still works decently at range. Most firefights in Casual game modes quickly turn into Assault Rifle duels, at least until someone ends up running out of bullets and contends with its slow reload. The SMG is a much improved version. The range is a bit lesser, but the damage per bullet isn't sacrificed and the fire rate is greatly increased.

Team Fortress Classic ' has a very accurate but, painfully slow, nailgun and Super Nailgun, which is only used by Themedic. Team Fortress 2 's syringe guns, as wielded by The Medic. Painkiller 's shuriken gun. The Railway Rifle in Fallout 3 , which shoots rail spikes at your foes. The slow speed of the projectiles is compensated for by its ability to more quickly cripple limbs than a normal rifle. Plus the cute "woo-woo" noise it makes when it fires. And it nails body parts to walls. It's quite weak, but effectively silent, and its peerless rate of fire is coupled with cheap, plentiful ammunition.

The Railway Rifle makes its return in Fallout 4 as one of the Railroad's deadliest weapons. Also nails foes to walls. A more powerful version, the Hammerhead, appears in F.

In Gears of War , the Boltok pistol's shots move slower than other guns in the game. In Gears of War 2 multiplayer the players' characters duck their head if fired at, and it's slow enough to actually be dodged that way.

The insanely powerful Dark Trooper assault cannon from Dark Forces. Halo has the "Needler", which shoots pink, exploding, homing crystal needles. Halo: Reach has the Needle Rifle, a non-homing precision version. Killzone 2 has the Bolt Gun, which is like the Needler from Halo only bigger, slower firing, and less pink.

Also, instead of homing in on your target, it pins them to the nearest wall. BioShock 2 features a rivet gun as your first gun, and it's very powerful, though the rivets themselves aren't visible. It must be noted, however, that the Rivet Gun actually works more like a Marksman Gun. A more traditional example would be found in the multiplayer, the aptly named Nailgun. Splitgate : The Plasma Rifle acts rather like this, by belting out one of the only non-hitscan projectiles in the game at a rapid pace.

While quick, they're still dodgeable, but can turn a whole hallway into a corridor of death thanks to each plasma ball's high damage. Just watch out for the overheat. Grenades and Launchers. Grenades in Quake II are thrown at first, but can be used in a grenade launcher once you get the appropriate weapon.

In Destiny , all Guardians get grenades for throwing as a special ability. However, Destiny 2 introduces the Grenade Launcher in proper form, and they come in multiple flavors: Grenades that bounce around, and are detonated as soon as the trigger is released. Sticky Grenades that act as a proximity mine. Duke Nukem 3D has pipe bombs for this purpose; the player can throw as many as desired, then detonate them all at once. Blood and Redneck Rampage have bundles of dynamite that must be lit, then thrown.

Holding on to these after lighting them is not advised. Shadow Warrior not only gives you a grenade-launcher, but also gives you Sticky Bombs that stick to enemies. Daikatana has numerous grenade-type weapons: The C4 Vitzatergo in the first episode fires proximity explosives. It is best known for having a firing range slightly farther than the blast radius of the explosive. The second episode has the Venomous, which fires bouncing poison projectiles, and the Sunflare, a thrown incendiary explosive.

The Slugger in the fourth episode can be loaded with Cordite Grenades. The Metamaser is a thrown grenade that activates after thrown, blasting everyone within its line of sight with powerful lasers.

Halo has fragmentation and plasma grenades. The Demoman in Team Fortress 2 is armed with two grenade-launchers, one launching regular grenades and the other with remotely activated sticky bombs. That said, he apparently never learned that a bomb is a bad choice for close-range combat. Although in all fairness, the Demoman's main defining feature is that he is the only class in the game that fights at mid-range, as opposed to every other class excluding the Sniper who deals their most damage up-close and personal.

This actually turns the Demoman into a surprisingly deadly class when mastered, as his unique fighting range means that, with good aiming and prediction, he can turn anything into Ludicrous Gibs while it tries to close in on him. Thrown hand grenades were explicitly removed from the game because they were such a Game-Breaker in the original Team Fortress. It should be noted, however, that there is an old-fashioned handheld stick grenade in " Team Fortress 2 ".

Unfortunately or fortunately, depending on how one views it , it is only available as a melee unlock for the Demoman. As the description itself notes, "a sober person would probably throw it".

Without putting Team Fortress Classic in a bad light, there were regular frag grenades for all classes except for the scout, concussion grenades used for screwing up the enemy's aim and for a great boost of air for the scout and medic, the soldier's nail grenades which threw nails like a sprinkler and then blows up, the pyro's napalm grenades which cover the floor in fire, the heavy's and demoman's MIRV grenades which explodes into smaller grenades, the engineer's EMP grenades which blew up the enemy's ammo, and the spy's hallucination grenades which sprays a toxic gas that cause the enemies to hallucinate.

Gears of War has ink which causes damage over time to all in the blackened area of its effect , smoke which were more like flashbang but got nerfed , and frag grenades. Unreal 's rocket-launcher also doubles as this, allowing the rockets to be lobbed instead of launched at will.

Unreal Tournament had an actual grenade-launcher, grenades from which would stick to a target and could be detonated remotely, as well as a mine-layer for deploying autonomous robotic mines that chase the target. In some regards, the GES BioRifle would also work as a grenade launcher itself, just as a glorified minelayer.

Its primary fire lobs a glob of explosive sludge that sticks onto surfaces and explodes , while the secondary fire charges it up for a much larger, more powerful explosive sludge. The semi-official mod ChaosUT adds hand-thrown mines with smiley faces that follow the target, saying things like "My grandma can run faster than that!

The Ballistic Weapons mod adds three grenades frag, flame and toxic , remote-controlled explosives that double as laser-controlled tripmines as well as actual land mines that can be switched between anti-vehicle larger damage and anti-infantry larger blast radius modes. Resistance really likes their grenades. Ranges from standard HE to frag grenades to air-fuel grenades. Aliens vs. Predator 2 had a grenade-launcher similar to the Milkor MGL. It could fire 4 types of grenades: timed, proximity, spider, and EMP.

Bulletstorm brings us the flailgun, which shoots out a pair of grenades connected by a chain that can be wrapped around enemies and remotely detonated. Battlefield Heroes has TNT for all classes to use against vehicles as it clings to them but is otherwise hard to use against infantry with its long detonation time, small damage radius and loudening sound toward detonation.

Gunners can instead use a rocket launcher against infantry and vehicles, while Soldiers can get an antipersonnel grenade that blows up faster though it blinks red and use the GrenadeSpam which is Exactly What It Says on the Tin , throwing several grenades at once that explode even faster.

The Scavenger Rifle alt mode also qualifies as a grenade-launcher, though it always detonates on impact rather than bouncing. The Pulse Rifle from Aliens vs. Predator 2 , like the Scavenger Rifle, also doubled as a grenade-launcher. Postal 2 had grenades which technically had three modes. Throw them, drop them as mines, or drop them and then kick them into enemies.

There were also other such thrown weapons, among them scissors, molotov cocktails, and anthrax-filled cow heads. Turok 2 introduced the PFM Layer Personal Fragmentation Mine Layer that laid mines which, when activated, bounced into the air and severed an opponents legs at the knees, leaving them to bleed to death. The Shrieker in The Conduit fires flying bombs that can be steered to targets. Descent has plenty of missiles, of course.

Operation Flashpoint has two revolver-type grenade launchers, the MM-1 and the RG-6, and funnily enough, they are two of the least useful weapons in the game. In both cases, you can only carry 12 grenades at a time, they have no functional sights to speak of so hitting anything at a distance is pure guesswork and the grenades are no more powerful than your garden-variety hand grenade anyway.

Then there are the mortar shells that are used in a manner similar to real-life rifle grenades. Fallout 3 has the "Nuka-Grenade" in addition to more conventional fare, which uses radioactive sodas as its incendiary component. The Gun Runners Arsenal DLC brings back the Nuka-Grenade, along with adding microfusion cell grenades, tin grenades, and the 25mm grenade anti-personnel weapon. The first two BioShock games have grenade launchers, both of which are also compatible with proximity mines and heat-seeking rockets.

Both Half-Life games have fairly standard frag grenades. Outlaws has Dynamite. Thrown and launched grenades have always been a staple of Call of Duty games. Examples range from the simple potato mashers and smoke grenades in Call of Duty 2 to Semtex , EMP, concussion and stun grenades, as well as the rifle-mounted launchers in Modern Warfare. Courtney and Courtney, The mathematics of wound ballistics, in reference to yaw of unstable projectiles, has been described.

The model works well for non-deformable bullets. Peters et al, Peters and Sebourn, Experimental methods to demonstrate tissue damage have utilized materials with characteristics similar to human soft tissues and skin. Pigskin has been employed to provide an external layer to blocks of compounds such as ordnance gelatin or ballistic soap. Firing of bullets into these materials at various ranges is followed by direct visual inspection cutting the block or radiographic analysis CT imaging to determine the sizes and appearances of the cavity produced Rutty, et al, The following images illustrate bullet deformation and damage:.

Bullet velocity and mass will affect the nature of wounding. Wilson, An M rifle. A hunting rifle. Bullet design is important in wounding potential. The Hague Convention of and subsequently the Geneva Convention forbade the use of expanding, deformable bullets in wartime. Therefore, military bullets have a full metal jacket FMJ around the lead core. Such bullets are typically made of a metal other than lead, such as copper powder compacted into a bullet shape, as diagrammed below:. The distance of the target from the muzzle plays a large role in wounding capacity, for most bullets fired from handguns have lost significant kinetic energy KE at yards, while high-velocity military.

Military and hunting rifles are designed to deliver bullets with more KE at a greater distance than are handguns and shotguns. The type of tissue affects wounding potential, as well as the depth of penetration. Bartlett, Specific gravity density and elasticity are the major tissue factors. The higher the specific gravity, the greater the damage. The greater the elasticity, the less the damage. Thus, lung tissue of low density and high elasticity is damaged less than muscle with higher density but some elasticity.

Liver, spleen, and brain have no elasticity and are easily injured, as is adipose tissue. Fluid-filled organs bladder, heart, great vessels, bowel can burst because of pressure waves generated.

The speed at which a projectile must travel to penetrate skin is fps and to break bone is fps, both of which are quite low, so other factors are more important in producing damage.

Belkin, Designing a bullet for efficient transfer of energy to a particular target is not straightforward, for targets differ. To penetrate the thick hide and tough bone of an elephant, the bullet must be pointed, of small diameter, and durable enough to resist disintegration. However, such a bullet would penetrate most human tissues like a spear, doing little more damage than a knife wound.

A bullet designed to damage human tissues would need some sort of "brakes" so that all the KE was transmitted to the target. It is easier to design features that aid deceleration of a larger, slower moving bullet in tissues than a small, high velocity bullet.

Such measures include shape modifications like round round nose , flattened wadcutter , or cupped hollowpoint bullet nose. Round nose bullets provide the least braking, are usually jacketed, and are useful mostly in low velocity handguns. The wadcutter design provides the most braking from shape alone, is not jacketed, and is used in low velocity handguns often for target practice.

A semi-wadcutter design is intermediate between the round nose and wadcutter and is useful at medium velocity. Hollowpoint bullet design facilitates turning the bullet "inside out" and flattening the front, referred to as "expansion. A frangible bullet composed of a powder is designed to disintegrate upon impact, delivering all KE, but without significant penetration; the size of the fragments should decrease as impact velocity increases.

The FMJ bullet has exposed lead at the base of the bullet. The TMJ bullet is fully covered with a copper plating.

Also, the TMJ reduces the amount of lead contaminants expelled into the air, which is an advantage in indoor ranges. A TMJ bullet is not recommended for ported firearms, because there is an increased likelihood that part of the casing may be sheared off as the bullet leaves the barrel.

These weapons are easily concealed but hard to aim accurately, especially in crime scenes. Usually, low caliber weapons are employed in crimes because they are cheaper and lighter to carry and easier to control when shooting. Tissue destruction can be increased at any caliber by use of hollowpoint expanding bullets. Some law enforcement agencies have adopted such bullets because they are thought to have more "stopping power" at short range.

Ragsdale, However, there is a myth, kept alive by portrayals of shooting victims on television and in films being hurled backwards, that victims are actually "knocked down" or displaced by being struck with the force of a bullet. In fact, real gunshot victims relate that they had no immediate reaction. Fackler, The maximum momentum transferred from different small arms projectiles, inluding large caliber rifles and shotguns, to an 80 kg body is only 0.

Karger and Knewbuehl, Incapacitation of gunshot victims is primarily a function of the area of the body wounded. Immediate incapacitation may occur with gunshot wounds to the brain and upper cervical cord. Rapid incapacitation may occur with massive bleeding from major blood vessels or the heart.

Karger, The two major variables in handgun ballistics are diameter of the bullet and volume of gunpowder in the cartridge case. Cartridges of older design were limited by the pressures they could withstand, but advances in metallurgy have allowed doubling and tripling of the maximum pressures so that more KE can be generated.

Many different cartridges are available using different loads and bullet designs. Some of these are outlined in the table below to compare and contrast the ballistics. What can be learned from specific cartridge data? If the 44 magnum is compared with the magnum, the effect of bore diameter is seen. The larger area of the 44 magnum creates more force with the same pressure, allowing the 44 magnum to produce more energy at the muzzle.

The effect of case capacity can be demonstrated in a comparison of the 9 mm parabellum para with the magnum. These cartridges have similar diameters and pressures, but the magnum is much longer, yielding more case volume more powder , and delivers more energy.

Finally, despite the Colt 45 having the largest bore diameter and one of the longest cases, it does not deliver the maximum energy because the outdated design of this cartridge case severely handicaps its pressure handling capability. The Glasser "safety slug" has been designed to consist of a hollow copper jacket filled with 12 birdshot.

It has been designed in several calibers. When the bullet hits the target, the pellets are released over a wide area. However, the pellets quickly decelerate over a short distance, so they may penetrate poorly and are less likely to hit surrounding targets.

They are designed to stop, but not kill, an attacker while avoiding injury to bystanders. At close range, they may produce substantial injury. The Winchester "Black Talon" cartridge, which comes in several calibers, is designed with a lead core locked to a copper alloy jacket by a unique notching process that is done to prevent separation of teh core and the jacket on target impact via controlled expansion.

This expansion is desinged to occur in a delayed fashion at the muzzle velocities of the bullet in order to provide deeper penetration. In addition, the jacket is thicker at the tip than at the heel, with precutting of the thick portion to that, upon target impact, six sharp copper points are raised in a radial fashion.



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