How many weapons in re5




















One of the most impressive handguns in the game is the SIG P It has a damage of , a reload of 1. Unfortunately, it also has the smallest capacity, and lowest reload speed. Another good handgun is the M93R, containing a damage of , reload of 1. The Beretta M93R has the second-highest firepower of all the pistols, has a decent reload speed, and the fastest fire rate.

The only downside is that it costs a pretty penny to acquire. First, you have to use plenty of gold to fully upgrade the M92F handgun to unlock the M93R in the game's store.

Then you have to spend another 30, to purchase the gun. Next is a shotgun, specifically the M3 shotgun. Fully upgraded, this weapon has a firepower of , a reload of 2. With great power also comes great consequences. This shotgun lacks upgrades and has a small capacity. Using this gun against a close, single target is also a downfall because it does work better with crowd control.

However, the fact you can pick up this gun for free during Chapter in the second dock area makes up for its imperfections. The MP5 is an all-around solid choice of weapon. The biggest positives of the gun are its high accuracy and piercing ability.

These things make it particularly useful against armored and shielded targets. It's easy to find too, as the weapon is directly in front of you at the start of Chapter 2 inside a metal case. The recent Resident Evil remakes have some great weapons , but neither includes a sniper. Lightning Hawk Desert Eagle. Lowest firepower in class, but it has the highest Reload Speed and Penetration in class.

Highest finite damage in the game at the cost of all other potential upgrades. Special weapons, for the purpose of this guide, are weapons that can be kept in the player's inventory in the main campaign and have no upgrades available at all.

None of the Special weapons have any collectable form of ammo except for the Grenade Launcher, which has a few scripted ammo pickups Two 3 round packs of Flash grenades in a second floor chest in the same area the grenade launcher can be collected in ; A 5 round pack of Flame grenades available immediately before the Uroboros fight; One pack of Liquid Nitrogen grenades in prior to the first Wesker fight, in one of the closets above the trigger for Bulkhead 2 NOTE: The backpack that comes with the Gatling gun can be used as moving cover if the need arises because the game treats it as a large metal plate.

Stun Rod: Can only be acquired from the shop for 3k after chapter The Stun Rod is a replacement for the Knife. The Stun Rod deals higher damage with a slower swing and can almost always deal a stun effect to all enemies. Grenade Launcher M32 Rotary Grenade Launcher : First aquired in chapter , this non-upgradeable gun has the distinction of being the only gun to accept multiple kinds of ammunition and also being the only gun to have ammunition available in the store Acid, Flash, Explosive, and Electric ammo being available immediately.

Each pack can be bought for 10k from the shop. Insta-kills everything except Wesker and has only one shot, being instantly discarded after use.

Can be bought for 10K from the shop or found in chapter on one of the small "islands" in the swamp. If the blast happens within a meter or so, it will insta-down you. The Standard one is immediately discarded after use where as the second version, the RPG-7 NVS comes with a night vision scope and can be reloaded by yourself or a teammate with other ammo drops in the arena it spawns in.

If you have Infinite Ammo enabled for the standard RPG, it makes the NVS variation useless since there is no reload and you're not limited by the ammo on the map. Gatling Gun: Available in the store only after fully upgrading the VZ. The gatling gun has excedingly poor stability, recoiling in a random direction with every shot, and will slow down Chris when used. When another weapon is equipped and the gatling gun is stowed, the movement speed penalty is removed.

This is one of two weapons to have the distinction of being an infinite ammo weapon right out of the gate. Longbow: Available in the shop for 50K after completely upgrading the S Deals damage comparable to the snipers available in game, so recommended use is to give this to Sheva with no other weapons if you lack any effective infinite ammo guns or choose not to use infinite ammo. This weapon is only available for use by Sheva and is the only projectile weapon with bullet drop and is the only normal weapon to not include a laser sight.

This weapon is also the only other gun in the game to be infinite ammo right out of the gate. No amora shepard, I dont give sheva a weapon. Amora Shepard [author] 30 Sep, am. Thank you for pointing out the mistake with the handgun ammo I was probably thinking of mag capacity for the M92FS and I'm glad you had a good time with the Stun Rod, bit for most people, it's probably just going to be achievement fodder.

It's more practical to simply go for one of the high damage weapons with infinite ammo. Zoa 29 Sep, pm. It can regularly kill any normal boss, and I save all my ammo minus like two handgun shots to stun a boss each time.

You don't even need to fire at a Reaper with practice. The range on the stun rod swing reaches farther than when a Reaper can attack, and electricity is one of three elements the other two being acid and flash to instantly expose a Reaper's weak point. GameWith uses cookies and IP addresses.

By using our site you agree to our privacy policy. Weapons can be unlocked by gathering them in specific missions and chapters. You'll find them in large silver weapon cases that can be found across different locations. If a certain weapon is missed in a chapter or mission, you'll see them in the shop after the mission ends.

This depends on the weapon that you weren't able to pick up. Body armor can't be picked up outside of the game's shop. You need to purchase these items in between missions or after in-game. Like all the other "machine gun" type weapons, it fires "machine gun ammunition". The Skorpion vz. It starts with a 30 round magazine in most versions of the game, but starts with a round magazine in the PAL version, along with reduced starting damage.

Like many other guns, can be upgraded to hold a truly absurd rounds of ammunition per magazine that's not one, but two full boxes of the generic machine gun ammo. It has an upgradable critical hit rate, making it a fairly effective weapon but next to useless when used by the AI partner. Jill carries two Skorpions during a boss battle against her midway through the game.

In "Desperate Escape", following Jill right after the boss fight, she starts with one Skorpion instead. The weapon starts out with a round capacity the same as most real life AKs , and can be upgraded up to 50 rounds.

The AK is the most powerful of the "machine gun" class weapons, but is also by far the least accurate and has the smallest capacity. Their AKs are equipped with green laser sights and dissolve along with the rest of their bodies when killed. It is found fairly late into the game, in Chapter Like the MP5A3, it is equipped with a holographic sight that is useless in gameplay. While it is depicted as fully automatic in-game, the real SIG is a semi-auto only rifle for civilian use.

The Sako 75 is featured in-game as the S75, first found in Chapter It is the most powerful out of the 3 sniper rifles when fully upgraded, likely to balance its slow rate of fire, and holds 50 rounds when its capacity upgrade is maxed out. It has a starting capacity of 7 rounds and can be upgraded to a maximum of 18 rounds. It has mid level performance, less powerful than the Sako but more than the PSG Uses generic rifle ammo. It starts out with 5 round capacity, but can only be upgraded to a round capacity.

In real life the PSG1 can use any magazine that the G3 battle rifle can, including the G3's round magazine and the round drum magazines used in the HK11 automatic rifle series, making it the only weapon in the game with a max capacity lower than it can hold in real life. It is the only rifle in game where the scope can be upgraded, which makes it extremely useful for getting some of the more difficult BSAA emblems.

The PSG-1 is the "weakest" rifle in the game though this is again, relative , but it also has an insanely fast reload time, comparable to some of the handguns and faster than just about everything else. It holds twelve rounds, twice as many as the real world weapon. In addition to high explosive rounds, other fictional rounds are available for the weapon to fire which include flash rounds, flame rounds, acid rounds, nitrogen rounds, and electric rounds.

It cannot be upgraded. One loaded with incendiary rounds can be picked up on the "Ship Deck" stage, while several more are scattered throughout the "Ruins" stage in Mercenaries No Mercy for the PC.

A fictional although quite convincing hybrid machine gun is mounted on the Hummer during the Savanna chapter, is operated by Chris and is used to take out motorcycle mounted foes. The entire rear section of the weapon appears to be a FN M SAW as evident from the club foot stock which in this case it's made out of wood , general receiver layout, and the gas regulator knob under the barrel.

There are two Miniguns in the game. The second is a portable version that is carried by the Gatling gun Majini sub-bosses and unlocked as a special weapon usable only by Chris. No upgrades are available for this weapon. The hand held version is what you would expect from a video game Minigun. It fires at only RPM, but the rounds travel slow enough that the screen can be saturated with bullets, giving the illusion that the weapon has a high fire rate.

Further adding to this illusion is a noticeable upward recoil while firing and the weapon has a tendency to jerk around to the left or the right as Chris tries desperately to control the bullet hose.

Once firing it is almost impossible to aim the weapon accurately. In addition to the latent inaccuracy of the weapon due to excessive recoil, making slight corrections in where the weapon is pointed causes the weapon to jump significantly in that direction in a jerky manner, rather than smoothly like other weapons. The portable Gatling gun has a red laser sight in the center of the barrel cluster, individual flash hiders for each barrel like the ones found on early GE Miniguns, and includes a custom "chainsaw grip" attached to the gun mount.

The portable weapon features a brass deflector and a fully-modeled flexible chute much too large for 7. The ammo backpack stores an unlimited supply of rounds and is completely indestructible.



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