| List Of Weapons In Half-life 2 |
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STANDARD ''HALF-LIFE 2'' WEAPONS The following weapons are available in the normal singleplayer mode. All these are also available in '''' (''HL2DM'') except where noted. Crowbar Damage: 10, 25 (in ''HL2DM'') Alt-Fire: No Total Capacity: N/A Console I.D. weapon_crowbar (give weapon_crowbar) The Crowbar is the Mêlée weapon of '' Half-Life '', and also the first weapon available. Used primarily for smashing boxes and other breakable obstacles, it can also be used to attack enemies (though most enemies larger than a headcrab will prove difficult to kill). In ''HL2DM'' the crowbar is weaker but faster than the Stunstick. Acquired: Chapter 2: "A Red Letter Day" - The weapon is given to the player by Barney Calhoun , after having failed to teleport to Black Mesa East and therefore is forced travel there on foot, making the journey far more dangerous. It is the same crowbar that Gordon used in ''Half-Life'' (This refers to the crowbar found in the third chapter of the game (Unforseen Consequences) rather than Apprehension - Barney claims in Half-Life 2 that Gordon left the crowbar in Black Mesa. The Unforseen Consequences crowbar was taken when Gordon was captured by HECU soldiers, and the Apprehension crowbar was left in the border-world Xen.) Gravity Gun Damage: Varied, usually quite high Alt-Fire: Yes Total Capacity: N/A Console I.D. weapon_physcannon (give weapon_physcannon) Officially called the Zero-Point Energy Field Manipulator, the Gravity Gun is a Tractor Beam –like weapon that does not use any ammunition or power. The primary fire can repel most inanimate objects, allowing these objects to be moved to clear a path, or to be hurled at enemies. The burst itself can also harm some weaker enemies, such as Headcrab s, and can be used to flip an Antlion . The secondary fire can attract most inanimate objects up to a limit (cars and heavier objects cannot be "pulled"). Held objects can then be launched by using the primary fire, or be used as shields. In ''HL2DM'', the launched objects usually kill instantly. The Gravity Gun heavily utilizes the game's physics engine, and it was originally a tool used by the developers to experiment with and test the physics engine. Note that the reference to Zero-point Energy is here used as Hand-waving to explain away the fact that objects being manipulated stop obeying conservation-of-momentum laws, i.e. the Gravity Gun's actions upon heavy objects do not beget equal-but-opposite reations back upon the Gun. The Gravity Gun, by its nature, can also be creatively used for purposes beyond the original intentions of the developers, making for some interesting and unique gameplay such as drawing-in Manhacks to launch at enemies or grabbing thrown grenades out of the air and sending them back, however due to the short period of time between throw and detonation this is more of a dangerous novelty or player speed/skill test than practical battle tactic. A little-practiced method of playing Half Life 2 is to use only the gravity gun (and sometimes other essentials, the crowbar, grenades, and rocket launcher), after the weapon's initial acquisition. Even on the easy difficulty setting, this method of gameplay is a challenge for most players, and successful completion of the game in this manner is a fine example of the player's skill. Acquired: Chapter 5: Black Mesa East - The weapon is given to the player by Alyx Vance , after arriving at Black Mesa East. Whether the weapon was meant to remain with the player is unknown, since the complex comes under attack by Combine forces and the player is forced to escape through Ravenholm . See Also: #Manipulator (Physgun) Dark Energy Gravity Gun Damage: Instantaneous death Alt-Fire: Yes Total Capacity: N/A Towards the end of the single player game, the Gravity Gun receives an infusion of " Dark Energy " from a Combine confiscation field. From that point on, it can also grasp or repel living creatures (killing instantly), and pull heavier inanimate objects such as large television screens. It is also able to manipulate the large blasts of pulse energy (similar to those fired as grenades by the pulse rifle, also known as ar2) that power many of the force fields, these can then be used as projectile weapons, again like the grenades, taking out Combine Guards with ease. An upgrade of the normal Gravity Gun, it is not available in other parts of the game or in multiplayer. Note that this gun is also called the "Zero Point Energy Field Manipulator with organic-management capabilities", "Organic Gravity gun", and "Super Gravity Gun". Also note that, since the gun was upgraded only due to the weapons-disentegrating Combine "confiscation field", any weapons dropped by enemies killed with the DEGG instantly vanish. Acquired: Chapter 13: Our Benefactors - This weapon is obtained at the final stage of the game, after the player has managed to enter the large monolith structure occupying City 17 , known as The Citadel . A pacification field removes all of the player's weapons and dissolves them, but when trying to dissolve the Gravity Gun, the weapon is instead modified by the field. The tried and tested way of getting the Dark Energy Gravity Gun in levels as early as the trainstation(d1_trainstation_01)is as follows: Firstly, go to a level where you already have the Dark Energy Gravity Gun (henceworth known as the DEGG). The earliest level is citadel_04. This map can be reached through the command console by typing "map d3_citadel_04". Secondly, go back to the command console, and type in "changelevel X", X being the name of the map you want. Now, when it loads up, the gravity gun will be changed to the D.E.G.G. If the player begins at a level where the gravity gun is not available (prior to 'We don't go to Ravenholm...') the gravity gun can be gained by typing in "give weapon_physcannon". Guns will disappear, so you will not be able to pick up additional ammo, and, if you 'pick up' units such as CP's, any zombies, or any unit that does not appear in the citadel (all bar Combine normal and combine Elite), and then throw the picked up unit into living units, the other units will simply disappear, instead of dying and leaving ragdolls. There are also some problems that can be created by the user. For example, trying to pick up objects you should not be able to, such as the Combine APC, may cause your game to crash. 9mm Combine Pistol Damage: 5 per round Alt-Fire: Yes Alt-Fire Damage: Up to 90 Magazine/Reserve Capacity: 18/150 Console I.D. weapon_pistol (give weapon_pistol) The first gun available, the 9mm Combine Pistol fires relatively weak single shots but is very accurate with a sizeable magazine of 18 rounds. It also has the advantage of being one of few weapons which has the ability to be fired underwater. Though initially useful during the early parts of the game, it is soon eclipsed by other, more powerful weapons. Ammunition for this weapon is plentiful, making it a good backup weapon when the player is out of ammo or when trying to conserve it. The alternate fire button can be used to activate a bug known as the "pistol trick" which produces a stronger shot by firing multiple bullets at once. To do this, the player must begin by holding the alternate fire, then the main fire without releasing the alternate fire. After a delay, the alternate-fire may be released to fire multiple rounds. The amount fired is dependent on how long the delay is, and can fire a maximum of 18 rounds. The "pistol trick" has since been removed from ''HL2DM'', but is still present in the single player game. In practical application, the pistol trick should be used only for single, predictably moving enemies. This weapon is modeled after the USP Match . Fun fact: The pistol does not eject any casings when fired - a bug that has not been corrected after more than two years, although the pistol may use Caseless Ammunition . Acquired: Chapter 3: Route Kanal - The Pistol is acquired very soon after the crowbar. While moving through the city's train station, the player comes across two Civil Protection units, beating a defenseless man. One of them wields a pistol and is obtained after you kill him. .357 Magnum revolver Damage: 40 (75 in ''HL2DM'') Alt-Fire: No Cylinder/Reserve Capacity: 6/12 Console I.D. weapon_357 (give weapon_357) The second handgun available, the Revolver is more powerful and accurate than most other weapons, but ammunition for it is quite scarce. Due to its excellent stopping power, it is effective against Combine soldiers and Headcrab Zombie s, but should only be used sparingly and on specific targets due to the scarcity of ammunition. This weapon appears to be based on the Colt Python .357 Magnum . Interestingly, the weapon's built-in zoom-and-fire feature has been lost since Half-Life . Although the weapon cannot be fired when vision is set to zoomed, the weapon can be aimed using the telescopic function, and fired accurately in normal vision. Acquired: Chapter 4: Water Hazard - The Magnum is found while the player is using an Air Boat to escape on the river running through City 17. At some point, the river is blocked by a gate, and the player therefore enters the large gatehouse, finding the Revolver laying on a table. The player is thereafter, almost instantaneously, given the chance to use the weapon, since three Civil Protection units rush into the room. Submachine Gun (SMG) Damage: 4 per bullet, approx. 13 per second Alt-Fire: Yes Alt-Fire Damage: 100 Magazine/Reserve Capacity: 45/225 + 3 HE-DP Grenades Console I.D. weapon_SMG (give weapon_SMG) The first rapid-firing 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, due to its high rate of fire, accuracy tends to be hampered. It is modeled after the Heckler & Koch MP7 , but with an additional 15mm grenade launcher above the main barrel (which is purely fictional, but still possible). Acquired: Chapter 3: Route Kanal - During his journey through the tunnels running beneath City 17, the player is attacked by Civil Protection units, dropping down from the surface by wires. These policemen carry SMGs and after having killed them, the player can pick up the weapon. Overwatch Standard Issue Pulse Rifle (AR2) Damage: 8 per round Alt-Fire: Yes Alt-Fire Damage: Instant death to NPCs and other players in HL2DM, 15 for self-inflicted hits Magazine/Reserve Capacity: 30/60 + 3 Energy Orbs Console I.D. weapon_ar2 (give weapon_ar2) A powerful Directed-energy Weapon used by the Combine Overwatch Soldiers and Overwatch Elites . The primary fire launches a burst of energy which usually kills with one or two shots (on easy difficulty levels). While the Pulse Rifle appears to feed from a box like a conventional machine gun, the "ammunition" is contained in a small plug-shaped body that is loaded directly into the barrel and repeatedly hammered to discharge the energy pulses. When exhausted, the ammo plug is ejected and an automated system feeds and loads another plug into place. An important note, however, is that while the pulse rifle is more powerful than the MP7, it does consume ammo at a much higher rate. It is suggested that the Pulse Rifle's primary fire be utilized more like a semi-automatic weapon than a fully-automatic one. Semi-automatic taps guarantee accuracy, minimize recoil, and increase the weapon's overall efficiency. The secondary fire shoots an energy orb, which bounces around the environment for 3 seconds, disintegrating enemies on contact before exploding. The final explosion causes no damage, however. If an orb hits the player, they are not disintegrated instantly (a fate which would immediately be irritatingly common given the prevalence of both Combine elites and orbs in The Citadel) but are merely knocked back a way and deducted 15 health points. It should be noted that this can still be lethal, especially if the player is knocked off a high ledge by the orb. The orb can be caught with the Gravity Gun and then launched at enemies, but will eventually explode on its own if held too long. It is unknown what the actual names for these orbs are; the game's internal model name describes them as a "Combine ball", while players have been heard to describe them (with a form of mordant humour) as " Happy Fun Ball s". It seems apparent that the secondary fire was originally planned to be some sort of Flare Bullet that instantly ignites opponents; this can be seen on the preview Bink Format Video "Tunnels" which was released before the game was fully complete. A manufacturing stamp visible on the pulse rifle's receiver suggests that both the main weapon and the energy orb are Combine weapons redesigned and manufactured for their human allies. It is speculated that the energy orbs viewed later in the Citadel are contained in an energy orb ammo pod. Larger and more powerful weapons such as the Suppressor mortar and the Hunter-Chopper's cannon exhibt similar visual effects to the pulse rifle. Acquired: Chapter 6: We Don't Go To Ravenholm... - Near the end of the chapter, after having emerged from the mine leading out of Ravenholm, the player is attacked by Combine soldiers carrying this weapon, and has the opportunity to use it on another group of soldiers who are pinned down in a firefight with a resistance group. Shotgun Damage: 56 (8 x 7 pellets per shot) Alt-Fire: Yes Alt-Fire Damage: 84 - 100 (12 x 7 pellets per shot) Magazine/Reserve Capacity: 6/30 Console I.D. weapon_shotgun (give weapon_shotgun) The shotgun. Acquired: Chapter 6: We Don't Go To Ravenholm... - During the player's course through Ravenholm, he meets the zombie infested town's last living inhabitant, a deranged priest named Father Grigori . To help the player survive, Father Grigori gives the player this weapon. Its being wielded by Combine Soldiers suggests that the Shotgun is Combine-manufactured. Crossbow Damage: 100 Alt-Fire: Yes Alt-Fire Damage: N/A - Alt-fire activates and deactivates the scope Total Capacity: 11 Console I.D. weapon_crossbow (give weapon_crossbow) The Crossbow is a long range weapon with high damage and accuracy, but with a slow reload time. The Crossbow appears to have been constructed by Resistance members from scrap materials and to fire Rebar s 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 they are modeled by the physics engine unlike most of the other weapons projectiles, thusly requiring the player to aim slightly above the intended target. The rebar will ricochet off of most hard surfaces when fired at an angle. 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 (Leech-infested oceans...). Acquired: Chapter 7: Highway 17 - While traveling Highway 17 in a Dune Buggy , the player comes across a small outcropping with a tree growing out of it overlooking a Combine-occupied fuel station. Next to the tree is a crossbow and a dead body, apparently the previous owner having died while using the crossbow. The first opportunity to use the weapon is immediately present, as one Combine soldier is on watch on a billboard, with two more on the ground. Skilled players can take out all three without alerting the rest of the Combine soldiers in the area (however this usually takes some knowledge ahead of time of the crossbow's bolt velocity and arc.) Rocket Propelled Grenade Launcher (RPG) Damage: 100 (splash) Alt-Fire: No Total Capacity: 3 Console I.D. weapon_rpg (give weapon_rpg) This weapon fires , the guidance laser cannot be turned off to dumb-fire a rocket. If you fire a rocket and duck behind cover, the rocket will turn and aim for the cover the laser guide is aimed at, likely striking a wall or maybe hitting your cover. You MUST remain out of cover until the rocket impacts. Acquired: Chapter 7: Highway 17 - En route to Nova Prospekt in the dune buggy, the player arrives at the small resistance outpost named New Little Odessa. In the basement of one of the buildings, the players meets Colonel Odessa Cubbage , the leader of the outpost. He is in the middle of explaining how to use the Launcher, and since the outpost is soon to come under attack by Combine forces, the player is given the launcher. Immediately after the weapon is acquired, the player must fight off a Combine gunship outside of the building, in what could be called the equivalent of a boss fight (This "boss fight" is repeated several more times throughout the game). Fragmentation Grenade Damage: 100 (splash) Alt-Fire: Yes Alt-Fire Damage: 100 (splash) Total Capacity: 5 Console I.D. weapon_frag (give weapon_frag) "A military-issue fragmentation grenade with a four-second fuse." A fairly typical Hand Grenade that explodes a few seconds after being thrown. Grenades are necessary for taking out Combine snipers and turrets. However they are also very useful for taking out zombie hordes in Ravenholm when other explosives are not at hand. The only unique feature of the weapon is what appears to be a red LED on the top that turns on when the grenade is thrown, leaving a temporary trail of red to mark the LED's path through the air. The most likely reason for this addition - aside from artistic license - is the grenades are often used by hostile forces in areas of low light where they otherwise would be very difficult to see and avoid. It also allows the player to differentiate between a live grenade and one that can be picked up and added to weapon stores. Secondary fire is an underhand throw which significantly changes the delivery of the grenade to its intended target; if standing the grenade has much shorter range, if crouching the grenade is rolled along the ground, and if running the grenade usually drops straight to the ground, the latter being useful when pursued by enemies. Thrown grenades can be caught and relaunched with the Gravity Gun. This concept can also be applied to one's own grenades when no rockets are available for use against striders (however this method of employment is relatively difficult due to the long fuse time).
Acquired: Chapter 3: Route Kanal - In the same area where the player first receives the SMG, there is a small vent. At the end of the vent, after fighting a zombie torso, the player will find their first cache of fragmentation grenades. Antlion Pheropod (Bugbait) Damage: Stun + Instant death to combine soldiers (Antlion attack) Alt-Fire: Yes Alt-Fire Damage: N/A Total Capacity: N/A Console I.D. weapon_bugbait These are small '', as Antlions are seen entering City 17's vicinity (although they were confiscated in the Citadel, so they may not appear at all). This weapon is not available in ''HL2DM''. Aiming the pheropod is more difficult than most players believe, as you cannot throw them too close to walls, doors, props, or other obstructions, otherwise the phereopod will land prematurely. Acquired: Chapter 8: Sandtraps - After progressing up a shoreline, the player is confronted by an Antlion Guard. The creature is eventually defeated, but not before it sustains a substantial amount of damage. A Vortigaunt alien extracts these pheropods from the corpse and gives them to the player, who is also given brief instruction in its use. ''HALF-LIFE 2: DEATHMATCH'' WEAPONS ''HL2DM'' includes two weapons which are not available in the singleplayer game: Stunstick In the single player game, the Stunstick weapon is only available to Combine Civil Protection units. It inflicts little damage, but stuns the player causing the view to wobble and go momentarily red. The stunstick has been introduced in ''HL2DM'', where it does inflict damage of 40 hitpoints. It is more powerful than the crowbar, but much slower. A code to obtain the Stunstick in single player mode exists but when obtained it will instantly drop to the ground; if the player is wearing the HEV Suit , it will provide 7 units of energy for the suit. The console give code is - "give weapon_stunstick". Selectable Lightweight Attack Munition (SLAM) The SLAM originally only appeared in the stolen build of ''Half-Life 2'' and was left out of the single player game, though a non-usable version appears in the Nova Prospekt chapter. This mine weapon is now included in ''HL2DM''. The primary firemode varies depending on whether the player is facing a surface or large physics object, or is targeting open space. When facing a surface, the weapon will stick to the surface and emit a laser beam which will detonate the SLAM if it is broken. When not facing a surface, the mine is thrown but does not explode. Multiple mines can be deposited. The secondary fire then becomes a detonator for all thrown mines. When active, thrown mines will include a blinking red light. Mines not attached to surfaces can be repositioned with the Gravity Gun: when launched they become light explosives which can be used to knock physics objects into other players. When a player is killed all the unexploded SLAMs that he has left as mines will detonate, but the ones attached to physics objects will persist until they are triggered or destroyed with gunfire. A bug with the SLAM is that it may be attached to a moveable physics object (Such as a barrel or wooden crate). When the barrel is moved, the SLAM remains in place, seemingly hovering above the ground. The weapon is based on the real-life M2 SLAM mine, issued primarily to USSOF personnel. ADDITIONAL WEAPONS The following weapons can be seen in the single player game, but are not added to the player's inventory. Alyx's Gun . Several mods (HL2CTF and SMOD) have a fully implemented Alyxgun in their arsenal. The HL2CTF Alyxgun has full conversion capability by pressing the secondary fire. This weapon seems to be modelled after a Glock G18. Annabelle "Annabelle" is the ornate graphic rather than the Annabelle graphic shown when Father Grigori uses the rifle, and replaces the AR2 in that slot. Overwatch Hunter-Chopper Turret This high energy pulse cannon Turret is used near the end of the Water Hazard sequence, and can destroy Combine vehicles. It is the same weapon used by Combine Hunter-choppers . It constantly replenishes its own ammo at a rate slightly slower than its firing rate, and has a maximum charge of 100. This weapon can also be fired when zooming. A working tactic with the weapon is not to spray, but tap the fire button repeatedly, allowing almost maximum rate of fire, slightly better accuracy, and more important, maintaining an almost constant amount of ammunition. Overwatch Sentry ''Main article: List Of Combine Combat Technology In Half-Life 2#Sentry These are automatic sentry turrets used by the Combine to protect areas not covered by regular patrols. These turrets seem to be able to detect heat or motion signatures with the camera-like device at its top. The sentries aren't very stable, and thus easy to knock over. Sentry turrets can be disabled by knocking them down, causing them to malfunction and fire randomly for a time before shutting down. These turrets are capable of distinguishing between Combine forces and normal humans and can be reprogrammed to attack Combine troops instead of human targets. Overwatch Anti-Personnel Mine (Hopper) These are anti-personnel mines deployed by the Combine against the Resistance forces. They appear to be proximity mines with a large indicator light and are activated when a human target is nearby, jumping into the air using an internal mechanism and exploding on impact (earning them the "hopper" moniker). They are easily detectable by the player, due to its indicator and audible beep when the play closes in on one (this may be due to a design geared more towards intimidation rather than military effectiveness). Hoppers can be torn out of the ground with the Gravity Gun and either fired or dropped, whereupon they will re-clamp themselves to the ground using their "legs" and switch alignment to be friendly to the player and hostile to the Combine. If the mine lands upside down or on a surface it cannot clamp to, it will jerk itself into the air until it is both the right way up and on a clampable material. Overwatch Mounted Gun A modified version of the Pulse Rifle, this stationary weapon has an unlimited supply of ammunition and does not have to be reloaded. It is usually found in an entrenched position along with Combine Energy Shield panels, and can be operated by both the player and Combine troops. In ealier versions of ''Half Life 2'', the player could duck behind the accompaning energy shield, and still aim the turret reliably. This has been fixed in later updates. Overwatch Sniper Rifle Little is known about the Overwatch Sniper Rifle since it is not acquired or usable in the game. The only aspects of it the player ever sees in-game are its distinct blue targeting laser and the pulse bullets it discharges which resemble those fired from the Overwatch Pulse Rifle and other Overwatch weaponry. Although the shots look like generic pulse rifle shots, the sniper is much more powerful and is always worth staying out of the way of. The easiest way to kill the Overwatch sniper is to fire a rocket directly into his vantage point, but unfortunatley it is difficult to save a rocket all the way up to the few areas in the game involving snipers. This unfortunate fact almost always forces the player to throw a grenade into the room the sniper is firing from. This weapon is planned to be included in the third-party mod: Rogue Threat, and is already included in the HL2 CTF mod. According to external sources, the Overwatch Sniper Rifle has been rumored to be either the L96A1 Arctic Warfare AWM(7.62X51mm NATO .308 win), the Super Magnum (8.60X70mm .338 Lapua) - the same weapon as the misnamed AWP in Counter-Strike (AWM means Arctic Warfare Magnum, while AWP means Arctic Warfare Police), or the AW50 (12.7X99mm .50BMG). Which ever variant of the AWM the rifle is, it has an added blue laser LAM which is generally not on the weapon. The gun was originally meant to be a useable weapon in the game, however the creators decided to take it out and use the crossbow instead. Tau Cannon (Gauss Gun) This weapon, attached to a dune buggy, functions similarly to the Tau Cannon from '' Half-Life '' (also known as the Gauss Gun). Primary fire discharges a neverending stream of energy bolts while holding down secondary fire allows it to charge a single, powerful blast. Though it may be a formidable weapon, it can only be used for one chapter, though a skilled player will know how use it to its greatest effect. A hand-held version of the Tau Cannon was to be put into the game, but was cut later in production, likely because of the unlikelyhood of Gordon finding uranium lying around to power the weapon. DELETED WEAPONS The following weapons were removed from the game during production. Hacks can avail these weapons to the player in the main game however, and would lead up to Source SDK . The weapons' menu icons also remain within ''Half-Life 2'' data files, inside a file named "HALFLIFE2" in the "Resource" folder. AK-47 (AR1) The well known AK-47 Assault Rifle , this weapon was likely removed either because it did not fit the setting or was too similar to other weapons. The AK-47 itself is a Gas-operated firearm that fires 7.62 X 39 Mm rounds with a 30-round magazine capacity and an effective range of 300 meters. This weapon is and was used extensively in ''''. Flare Gun The Flare Gun is a handheld signal launcher that is used to call Gunships to the aid of Combine infantry that are in trouble or to provide illumination in dark situations (Seen in Nova Prospekt). The Flare Gun made its first appearance in the BINK video entitled "Barricade". Some of its sound files made their way into the Half Life 2 sound Directory. I-Rifle The I-Rifle is similar to the flare gun, except for the ability to hold up to 5 flare rounds per magazine. It is a semi-automatic weapon that can be used to set enemies on fire, as shown in an old E3 2003 Bink Video. Although it was cut from the final game, the model was used for the AR2, which is probably modelled after the characteristics of the OICW. It is unclear if Valve would reimplement this weapon in future games. Light Machine Gun (LMG) A Light Machine Gun modeled after the Heckler & Koch GR9S/GR9C Belt -fed machine gun. It would have fed from a 100-round box magazine carrying linked 5.56mm NATO. XM29 OICW The XM29 OICW ( Objective Individual Combat Weapon ) was originally the weapon of choice for Combine soldiers, but it has since been replaced by the fictional AR2. Based on the specifications of its real-life counterpart, the XM29 OICW would have featured a semi-automatic magazine-fed launcher firing 20mm HE Air Burst ing rounds, a XM8 assault rifle built underneath the main assembly and a target acquisition computer. The XM29 OICW can be seen in gameplay if players have access to the BINK format video named "Bugbait". Ice Axe A mêlée weapon, the Ice Axe may have been cut because it was not too different from the Crowbar. Additionally, in the early stages of ''Half-Life 2'' development, a level taking place on a marooned Ice Breaker ship was planned in which the player used the Ice Axe in one capacity or another. The level was later dropped along with the Ice Axe. The sound that was to be used as the ice axe swing can still be found within the weapon sound directory in the ''Half Life 2'' folder. Manipulator (Physgun) An early version of the Gravity Gun , it was more of a development tool than an actual weapon. The source code is still available in the SDK , and has been reintroduced in Garry's Mod . Molotov Cocktail A crude Incendiary weapon, the Molotov Cocktail consists of a glass bottle containing some kind of flammable substance and a piece of cloth that is set on fire. When thrown against a hard surface, the bottle will shatter and release the flammable liquid inside which is then ignited by the flaming piece of cloth. There are physics objects in the game that produce similar effects to a Molotov cocktail. Large barrels are extremely destructive when thrown or shot, but there are also propane cylinders and petrol canisters that can be thrown at enemies. Propane cannisters are plentiful in Ravenholm and can be hurled at zombies with the gravity gun to produce a slow but spectacular death. MP5KA4 (SMG1) A compact version of the . MP7 PDW (SMG2) Although the MP7 made it into the final version of the game, a slightly different and more true to life model was initially used before Valve added a grenade launcher and boosted the magazine capacity to 45 (normally either 20 or 40). Sniper Rifle A weapon for long-range combat, the Sniper Rifle was replaced by the Crossbow. This may or may not be the weapon used by Combine snipers. A picture of the ammunition that was to be used for the rifle is viewable in the texture section of Valve's mapping tool Hammer . Like its replacement, it has to be manually operated before each shot, most probably functioning on a Bolt Action mechanism. Tau Cannon (Gauss Gun) A handheld version of the Tau Cannon that is found on the dune buggy. It is assumed that this weapon was to have the same functionality as the one in the original ''Half-Life'' with rapid-fire, charging capability and the ability to punch through thin walls. It is likely that the idea for the handheld Tau Cannon was abandoned due to its existing appearance on the dune buggy, or the unlikelihood of Gordon finding the "nuclear cells'" used to fuel the weapon in the original game. Combine Guard Gun This was the weapon used by the Combine Guard Enemies that were cut from the game. It shot an energy beam with 4 shots per magazine. It was most likely a precursor to the AR2. |
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