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Difference between revisions of "Metal Gear Solid V: The Phantom Pain"
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As well as the singleplayer campaign, the game features an online competitive "FOB mode" where players can invade Forward Operating Bases belonging to each other and steal resources and troops. While it was not present at launch, patches have also added a new version of ''Metal Gear Online''. | As well as the singleplayer campaign, the game features an online competitive "FOB mode" where players can invade Forward Operating Bases belonging to each other and steal resources and troops. While it was not present at launch, patches have also added a new version of ''Metal Gear Online''. | ||
− | + | {{VG Title}} | |
'''For weapons relating to its sister game, see ''[[Metal Gear Solid V: Ground Zeroes]]''.''' | '''For weapons relating to its sister game, see ''[[Metal Gear Solid V: Ground Zeroes]]''.''' | ||
__TOC__<br clear=all> | __TOC__<br clear=all> | ||
+ | |||
+ | {{spoilers}} | ||
=Overview= | =Overview= | ||
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=Handguns= | =Handguns= | ||
+ | Regular enemy soldiers pull out their sidearm when their primary weapon was disarmed by the player character, either through CQC or by heavily wounding them. Disarming soldiers even with their sidearm out will still somehow pull out their handgun from their holsters even if the player relocates the soldier away from their sidearm or if they take their sidearm away. | ||
+ | |||
+ | ==Constantinou's unnamed pistol== | ||
+ | In the prologue, Doctor Constantinou pulls out a pocket pistol of a fictional design, but the XOF assassin murders him before it was ever used - dropping it to the floor. Shortly after, the assassin later picked the pistol up and attempts to deliver the coup de grâce to Snake/"Ahab", but she was disarmed by "Ishmael" before she can do so. Without mods, this is the only time that the pistol can be seen. And it cannot be obtained or developed by the player character in any way. | ||
+ | |||
+ | The pistol's design based on various real life pistol designs, namely the FN [[Baby Browning]], [[Colt Model 1903]]/[[Colt Model 1908 Vest Pocket]], [[Smith & Wesson 61 Escort]] and the [[Korovin TK]] to name a few. | ||
+ | |||
=="WU Silent Pistol"== | =="WU Silent Pistol"== | ||
+ | The "WU Silent Pistol" [Windurger No.2 Silent Pistol] tranquilizer gun is shown passing over to Phantom Pain. Its permanent suppressor and "ghost ring" sight is only accessible at level 5, and earlier versions without it heavily resemble the [[AMC Auto Mag Pistol]] with the addition of a polymer frame and tritium glow-in-the-dark night sights. The gun is the equivalent of the tranquilizer pistols seen in the series; the [[Beretta M9|M9]] from ''MGS2'', [[Smith & Wesson Model 39#Mk_22_Mod_0_.22Hush_Puppy.22|Mk.22 Mod 0]] featured in ''MGS3'', ''Portable Ops'' & ''Peace Walker'', and the [[Ruger Mk I / Mk II / Mk III Pistol|Ruger Mk. II]] from ''MGS4'', and as in those games is manually operated. | ||
− | + | A lethal version is available, though the weapon retains its slide-lock mechanism and therefore does not fire in semi-auto. ☆5 armor-piercing (called "Glass-piercing" in the bonus description) and ☆7 fast-acting (+SB) non-lethal conversions are also available, with the later keeping its integral suppressor. It can be converted into a pistol carbine in ☆7, which allows a scope. Despite the description stating that it can now access undermount modifications, it only unlocks the ability to add additional laser sights (which replace any option in the flashlight slot) and not much else. Firing the carbine version does not make the player character manually operate it, but it is a cosmetic change as the fire rate remains the same. An unsuppressed, golden version is available with the Collector's Edition of the game, only exclusive to ''Metal Gear Online''. | |
[[Image:HiStandard44AutomagMod180.jpg|thumb|400px|none|High Standard .44 AutoMag TDE (Covina, CA) - .44 AMP (Auto Magnum Pistol)]] | [[Image:HiStandard44AutomagMod180.jpg|thumb|400px|none|High Standard .44 AutoMag TDE (Covina, CA) - .44 AMP (Auto Magnum Pistol)]] | ||
− | [[File:MSG5-WuSP-1.jpg|none|600px|thumb|WU Silent Pistol, | + | [[File:MSG5-WuSP-1.jpg|none|600px|thumb|The ☆1 WU Silent Pistol is immediately available from the start of the game, and for the most part, it will be your go-to non-lethal ranged weapon until more weapons and tools to capture soldiers are available down the line. It also begins suppressed, which is a nice start.]] |
− | [[File:MSG5-WuSP-2.jpg|none|600px|thumb| | + | [[File:MSG5-WuSP-2.jpg|none|600px|thumb|☆2 increases the tranquilizer's power by a little bit, though you're still better off performing headshots on soldiers. It also gains a flashlight, so really not much else in terms of upgrades.]] |
− | [[File:Tppwu3.jpg|none|600px|thumb| | + | [[File:Tppwu3.jpg|none|600px|thumb|☆3 increases the power more, and now it has access to 10-round magazines. At this point, development upgrades branch out towards converting the weapon to fire lethal 9mm live rounds (the ☆4 lethal variant using this exact configuration) or remaining faithful to the various tranquilizer pistols seen in the series.]] |
− | [[File:Tppwu4.jpg|none|600px|thumb| | + | [[File:Tppwu4.jpg|none|600px|thumb|While ☆4 swaps the flashlight for a laser-light module (with the ☆5 AP variant sharing the same configuration), which doesn't offer much in the grand scheme of things...]] |
− | [[File:Tppwu5.jpg|none|600px|thumb| | + | [[File:Tppwu5.jpg|none|600px|thumb|... ☆5 massively boosts the pistol to ditch the low-grade suppressor in favor of an integral suppressor instead (along with switching the sights to use ghost rings), which makes the only thing that hinders the pistol from reaching its full potential is its ammo reserves (holding a maximum of two spare mags on all levels) and the lack of penetration power; something that most tranquilizer weapons do not offer. Replacing the high-capacity magazine and removing the laser module gives the exact configuration of what Snake used in ''Ground Zeroes''.]] |
[[Image:MGSV-WU-1.jpg|none|600px|thumb|Big Boss holds a level 4 WU silent pistol with a combined flashlight / laser module as he departs on his latest adventure.]] | [[Image:MGSV-WU-1.jpg|none|600px|thumb|Big Boss holds a level 4 WU silent pistol with a combined flashlight / laser module as he departs on his latest adventure.]] | ||
− | [[File:MGSV-TPP-CE-MGO-Gold-Gun.jpg|none|500px|thumb|A render of the Collector's Edition golden WU Silent Pistol.]] | + | [[File:MGSV-TPP-CE-MGO-Gold-Gun.jpg|none|500px|thumb|A render of the Collector's Edition golden WU Silent Pistol. Aside from its fancy looks, there isn't much in the way of gameplay benefits. At least your player-controlled soldiers get a chance to use this nearly-pointless-design-but-aesthetically-cool thing.]] |
+ | |||
+ | =="AM A114 RP"== | ||
+ | The fictional "AM A114 RP" [Arms Material Alpha-114 Riot Pistol] is a non-lethal handgun available starting from the January 2016 update. Unavailable through normal gameplay, the handgun's blueprints can be acquired through a hefty cost of 8500 Event Points gained through online Event FOB missions. Despite the weapon having a magazine, it is depicted as a single-shot handgun (with a +1 in the chamber) that fires special rounds that spreads tranquilizer gas into a very small area, with said magazine somehow holding two rounds each. It features a slide locking mechanism akin to the previous non-converted tranquilizer pistols of the series. The tranquilizer gas is potent enough to knock out enemies and animals, even on body shots or near misses, and it can even pierce through heavily armored enemies. Because it uses gas however, soldiers with gas masks are not effective against it. | ||
+ | |||
+ | The pistol's slide appears to be based around the [[Smith & Wesson 41]] .22LR pistol. | ||
=="AM D114"== | =="AM D114"== | ||
+ | The "AM D114" pistol [Arms Material Delta-114 Combat Pistol] is the game's substitute for the [[Colt M1911A1]], that has been featured throughout the MGS series, starting with 2004's ''[[Metal Gear Solid 3: Snake Eater]]''. Aesthetically, it appears to be inspired by the [[CZ 75]], [[Browning Hi-Power]], and [[Smith & Wesson Model 39]] - while it ultimately ends up looking a lot like a FÉG Model 45 ACK/GKK. The gun is chambered in .45 ACP (with the armor piercing-variants are chambered in 9mm), sports the slide inside the frame design of the [[CZ 75]] and its derivatives, has BO-MAR style target sights, and a checkered front strap. A non-customized level 1 version is used by Snake in some cutscenes (regardless of sidearm equipped). It is the standard sidearm of the PMCs operating in Africa (using the level 1 variant) and the XOF soldiers in a few main missions (using the level 4 variant, barring the extended magazine). Quiet herself also carries a level 1 variant of the AM D114 in her holster while in her "Naked" uniform, though it is never used. | ||
− | + | Interestingly, there are some errors regarding its use with the XOF soldiers. Namely that the pistol in the soldier's holsters use the pre-level 4 version indicated by the wood grips (instead of the brown polymer grips that they actually have), and when they pull out the AM D114 from their holsters, it is equipped with a suppressor. But when it is dropped when the player disarms the soldier, the suppressor is automatically removed and the player cannot actually equip one (with the exception of the first mission, where it is actually consistent). Since it is suppressed as soon as the soldier pulls the pistol out from the holster, this raises questions on how would the pistol fit in there in the first place. | |
[[Image:EAA-Witness-Full-Size.jpg|thumb|none|400px|EAA Witness (Early production), the CZ-75 derivative that that's most similar to the AM D114]] | [[Image:EAA-Witness-Full-Size.jpg|thumb|none|400px|EAA Witness (Early production), the CZ-75 derivative that that's most similar to the AM D114]] | ||
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[[File:MGS5-D114-carbine-irons.jpg|none|600px|thumb|Ghost ring on top of a front post ring. Novel, if bulky.]] | [[File:MGS5-D114-carbine-irons.jpg|none|600px|thumb|Ghost ring on top of a front post ring. Novel, if bulky.]] | ||
[[File:MGSMGgun.jpg|thumb|none|600px|A pre-release image shows D-Walker fitted with what appears to be this carbine-D114 held in one of its two manipulator arms. The only big guns the D-Walker brandishes in the release version are twin Ze'evs.]] | [[File:MGSMGgun.jpg|thumb|none|600px|A pre-release image shows D-Walker fitted with what appears to be this carbine-D114 held in one of its two manipulator arms. The only big guns the D-Walker brandishes in the release version are twin Ze'evs.]] | ||
− | ===AM D114LB-45=== | + | ===AM D114LB-45/D114LB-9=== |
[[File:Tpp1911lb.jpg|none|600px|thumb|☆4 longslide alternative. If the original ☆3 pistol's 35m range keeps falling short, this D114-LB can reach out to almost 45 meters, as far as most assault rifles. This comes at the cost of forfeiting the better suppressor and operator upgrade's gains, along with even worse autoaim thanks to the clumsier weight. This longslide can also be developed into a 9mm armor-piercing variant.]] | [[File:Tpp1911lb.jpg|none|600px|thumb|☆4 longslide alternative. If the original ☆3 pistol's 35m range keeps falling short, this D114-LB can reach out to almost 45 meters, as far as most assault rifles. This comes at the cost of forfeiting the better suppressor and operator upgrade's gains, along with even worse autoaim thanks to the clumsier weight. This longslide can also be developed into a 9mm armor-piercing variant.]] | ||
[[File:Tpp1911lb2.jpg|none|600px|thumb|☆5 longslide revision. This one abandons the manky old suppressor altogether for a forever loud recoil compensator. It can be detached in gunsmithing and even replaced with good suppressors again, but they can't be fitted on anything other than the black D114 longbarrels.]] | [[File:Tpp1911lb2.jpg|none|600px|thumb|☆5 longslide revision. This one abandons the manky old suppressor altogether for a forever loud recoil compensator. It can be detached in gunsmithing and even replaced with good suppressors again, but they can't be fitted on anything other than the black D114 longbarrels.]] | ||
[[File:MGS5-D114-longslide-stripped.jpg|none|600px|thumb|Note the black finish, synthetic grips, and "ghost ring" rear sight. It seems the T in "16T 8L" stands for Tactical, then.]] | [[File:MGS5-D114-longslide-stripped.jpg|none|600px|thumb|Note the black finish, synthetic grips, and "ghost ring" rear sight. It seems the T in "16T 8L" stands for Tactical, then.]] | ||
[[File:MGS5-D114-longslide-topdetail.jpg|none|600px|thumb|Better view on the compensator and sights. The flat top surface makes the gun's silhouette oddly futuristic in some angles.]] | [[File:MGS5-D114-longslide-topdetail.jpg|none|600px|thumb|Better view on the compensator and sights. The flat top surface makes the gun's silhouette oddly futuristic in some angles.]] | ||
+ | |||
===Adamska Special=== | ===Adamska Special=== | ||
[[File:MGS5-D114-DLC-right.jpg|none|600px|thumb|Originally an exclusive DLC bonus, this "ADAM-SKA" D114 was later included in the Definitive Edition. It's the very same one as the one wielded by Ocelot's gung-ho student in the Mother Base firing range exercise.]] | [[File:MGS5-D114-DLC-right.jpg|none|600px|thumb|Originally an exclusive DLC bonus, this "ADAM-SKA" D114 was later included in the Definitive Edition. It's the very same one as the one wielded by Ocelot's gung-ho student in the Mother Base firing range exercise.]] | ||
[[File:MGS5-D114-DLC-left.jpg|none|600px|thumb|Engravings aside, the gun is an uncustomizable ☆3 D114 pistol stripped of its long mag, suppressor and attachment rail. In exchange, developing it costs nothing, requires nothing (as opposed to level 22 R&D) and fielding it costs only 2000 GMP, -20% discount. Strictly for loud showing off.]] | [[File:MGS5-D114-DLC-left.jpg|none|600px|thumb|Engravings aside, the gun is an uncustomizable ☆3 D114 pistol stripped of its long mag, suppressor and attachment rail. In exchange, developing it costs nothing, requires nothing (as opposed to level 22 R&D) and fielding it costs only 2000 GMP, -20% discount. Strictly for loud showing off.]] | ||
===Water Pistol=== | ===Water Pistol=== | ||
− | [[File:MSG5-AM114WP-1.jpg|none|600px|thumb|After the Boss's first official tangle with child soldiers, the research department is apparently inspired enough to invent a homegrown "DDD" water pistol, carefully modeled after the D114. Note the embossed Diamond Dogs logo in the transparent plastic. Twenty squirts, infinite refill canteen.]] | + | [[File:MSG5-AM114WP-1.jpg|none|600px|thumb|After the Boss's first official tangle with child soldiers, the research department is apparently inspired enough to invent a homegrown "DDD" water pistol, carefully modeled after the D114. Note the embossed Diamond Dogs logo in the transparent plastic. Twenty squirts, infinite refill canteen. Upgrades simply increases the water pistol's range, but other than that, it cannot be modified in any way.]] |
+ | |||
===Action shots=== | ===Action shots=== | ||
[[File:MGSV-TPP-AMD114_1.jpg|none|600px|thumb|Snake pointing the AM D114. Pretty much telling you to drop the [http://www.hardcoregaming101.net/tracing/tracing6.htm "Sean Connery] is about to shoot you!" jokes.]] | [[File:MGSV-TPP-AMD114_1.jpg|none|600px|thumb|Snake pointing the AM D114. Pretty much telling you to drop the [http://www.hardcoregaming101.net/tracing/tracing6.htm "Sean Connery] is about to shoot you!" jokes.]] | ||
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[[Image:PM.jpeg|thumb|none|400px|Makarov PM - 9x18mm Makarov]] | [[Image:PM.jpeg|thumb|none|400px|Makarov PM - 9x18mm Makarov]] | ||
− | [[Image:Hk-p9s-1.jpg|thumb|none|400px|Heckler & Koch P9S - 9x19mm. Very | + | [[Image:Hk-p9s-1.jpg|thumb|none|400px|Heckler & Koch P9S - 9x19mm. Very similar to in-game gun]] |
− | [[File:MSG5-Burkov-1.jpg|none|500px|thumb| | + | [[File:MSG5-Burkov-1.jpg|none|500px|thumb|At first, developing the ☆1 Burkov seems to be a waste of 18800 GMP, as all you will be getting is less impact force in exchange of a meager increase of magazine capacity and ammo reserve (plus it's just free if you hold up a soldier and drop his sidearm, if you want some effort). So what do you really get from this? Well...]] |
− | [[File:MSG5-Burkov-2.jpg|none|500px|thumb| | + | [[File:MSG5-Burkov-2.jpg|none|500px|thumb|☆2 doesn't offer much, but at least it now has a suppressor; and as with the "AM D114", the suppressor is attached to the pistol without help from barrel threads.]] |
− | [[File:MSG5-Burkov-3.jpg|none|500px|thumb|The | + | [[File:MSG5-Burkov-3.jpg|none|500px|thumb|☆3 is where it starts to become interesting, not the current upgrade itself per say (as it offers an extended 12-round magazine and a flashlight, which are minor benefits), but the upgrade paths that it offers. The ☆4 conversion fires the aforementioned tranquilizer rounds, which aside from the rate of fire when compared to the "WU Silent Pistol", the other difference is in its range and magazine/reserve capacity (which is massively decreased compared to its base form). The ☆4 tranquilizer shares the same appearance and modifications as with the lethal ☆3 counterpart.]] |
− | [[File:MSG5-Burkov-5.jpg|none|500px|thumb| | + | [[File:MSG5-Burkov-5.jpg|none|500px|thumb|On the other hand, ☆5 replaces the tier-1 suppressor and goes straight to an integral non-degrading suppressor, resembling the [[Makarov PB]]. Along with the suppressor, the grips are now what seems to be brown bakealike grips instead of black grips and the sights are now target sights. The ☆4 tranquilizer can be upgraded further to the ☆7 tranquilizer, but with an integral suppressor as with the lethal ☆5 version.]] |
[[File:MSG5-Burkov-4.jpg|none|600px|thumb|Big Boss reloading his Burkov.]] | [[File:MSG5-Burkov-4.jpg|none|600px|thumb|Big Boss reloading his Burkov.]] | ||
=="Geist P3"== | =="Geist P3"== | ||
− | A 9mm polymer-framed handgun substituting for the [[Glock 18]] from MGS2 | + | A 9mm polymer-framed handgun substituting for the [[Glock 18]] from ''MGS2'' and ''MGS4''. The Geist P3 appears to be a hybrid of the [[Heckler & Koch USP]] and [[Springfield Armory XD]] pistols, both of which are anachronistic to the time setting. It has the lowest impact force compared to all other pistols, but has decent penetration and the highest rate of fire. Initially a semi-automatic like the [[Glock 17]], at level 3, a select fire switch is added to the frame, converting the Geist P3 into a three-round burst machine pistol like the [[Beretta 93R]]. Geist means "Ghost" in German. Due to a bug in the PC version of the game, the Geist P3 can fire in full-automatic mode when using mouse and keyboard instead of controller. |
+ | |||
+ | The ☆7 upgrade adds a custom O-Ring barrel (removing the ability to add a suppressor), which functions as a compensator and enables easier control. It also adds front cocking serrations akin to Snake's custom M1911 featured throughout the series. The ☆8 converts the pistol to a carbine, similar to previous pistols. | ||
[[Image:USP9mm.jpg|thumb|none|400px|Heckler & Koch USP - 9x19mm]] | [[Image:USP9mm.jpg|thumb|none|400px|Heckler & Koch USP - 9x19mm]] | ||
[[Image:SpringFieldXD9Tactical.jpg|thumb|none|400px|Springfield Armory XD-9 Tactical - 9x19mm]] | [[Image:SpringFieldXD9Tactical.jpg|thumb|none|400px|Springfield Armory XD-9 Tactical - 9x19mm]] | ||
− | [[File:MSG5-Geist-1.jpg|none|500px|thumb|The Geist P3 with a 17-round magazine at | + | [[File:MSG5-Geist-1.jpg|none|500px|thumb|The Geist P3 with a 17-round magazine, note that the development starts at ☆2. Nothing too noteworthy about the Geist can be said when starting out, especially the other two pistols that Snake starts off with are relatively decent.]] |
− | [[File:MSG5-Geist-2.jpg|none|500px|thumb| | + | [[File:MSG5-Geist-2.jpg|none|500px|thumb|With that being said, ☆3 follows the convention of other common pistol upgrades; an undermount slot for a flashlight and an extended magazine (resembling a Glock's 31-round extended magazine). The 30-round extended magazine in particular can be a big boon to the pistol, especially of its higher fire rate and later burst mode. What doesn't follow within the convention is the lack of suppressor. Without weapon customization, the Geist cannot receive a suppressor from all of its upgrades.]] |
− | [[File:MSG5-Geist-3.jpg|none|500px|thumb| | + | [[File:MSG5-Geist-3.jpg|none|500px|thumb|Speaking of which, ☆4 adds said burst selector switch to the frame; a design feature borrowed from the USP. While it lacks the very strong autoaim leniency that the AM D114 pistols have or even the variety of upgrades and conversions, one thing is for certain, the pistol can bring a lot of lead up fast and close.]] |
− | [[File:MSG5-Geist-4.jpg|none|500px|thumb| | + | [[File:MSG5-Geist-4.jpg|none|500px|thumb|☆5 brings the 30-rounder and ups it to 42-rounds in the form of a multi-stack casket magazine. More rounds for your gun with a (semi-)fun switch. ☆7 adds in a compensator for closer shot grouping, though it is merely an extended barrel, removing the ability to use a suppressor.]] |
=="Uragan-5"== | =="Uragan-5"== | ||
− | + | Returning from ''Ground Zeroes'', the "Uragan-5 Pistol" [BTS Instrument Design Bureau Uragan-5 Pistol] is a 5-round revolver that uses both lethal and non-lethal shotgun rounds; ridiculously chambered in 12 gauge. It utilizes the low bore six-o-clock chamber design of [[Mateba]] revolvers, with the hexagonal cylinder design of the [[Chiappa Rhino]] series, and a break-action design similar to the [[MP-412 REX]]. A break action design on such a weapon would be highly impractical, as the high power of shotgun shells would stress the frame immensely and likely damage it since break-action designs by necessity have weaker overall frames. | |
− | |||
Visual design aside, the weapon's concept (Russian made special-purpose shotshell revolver) appears to be taken from the KBP Design Bureau's "Udar" development program, its fruits being the U-94 and OTs-20 - even if they were chambered in a much more rational (and proprietary) 12.7mm/32ga short. | Visual design aside, the weapon's concept (Russian made special-purpose shotshell revolver) appears to be taken from the KBP Design Bureau's "Udar" development program, its fruits being the U-94 and OTs-20 - even if they were chambered in a much more rational (and proprietary) 12.7mm/32ga short. | ||
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[[Image:Mateba_2006.jpg|thumb|none|400px|none|Mateba 2006M - .357 Magnum]] | [[Image:Mateba_2006.jpg|thumb|none|400px|none|Mateba 2006M - .357 Magnum]] | ||
[[File:Chiappa_Rhino_4".jpg|thumb|none|400px|Chiappa Rhino 40DS (4" barrel version) .357 Magnum]] | [[File:Chiappa_Rhino_4".jpg|thumb|none|400px|Chiappa Rhino 40DS (4" barrel version) .357 Magnum]] | ||
− | [[File:Tppurg.jpg|none|600px|thumb| | + | [[File:Tppurg.jpg|none|600px|thumb|Impractical design aside, the Uragan-5 presents itself as the only secondary slot buckshot shotgun. Available for development starting from ☆3, it doesn't serve much in the grand scheme of things, but it offers a niche when it comes to one-hand, 5-shot (arm-breaking) firepower. Perfect when paired with ballistic shields... if you want to shoot it one-handed more than once.]] |
+ | [[File:MSG5-OcelotRevolver-1.jpg|none|600px|thumb|The ☆4 Uragan-5P (only named in the standard buckshot lethal configuration) extends the barrel, allowing optics and undermount attachments. Both ☆5 slug and ☆6 air shock variants use the same long-barrel configuration, and unlike ''Ground Zeroes'', short-barreled versions of the latter are not available.]] | ||
− | [[ | + | =="Tornado-6"== |
+ | The Tornado-6 revolver is the weapon of choice for Ocelot in-game, replacing the [[Single Action Army]] he wielded in previous games. The Tornado-6 appears to be a altered model of the Uragan-5 (Uragan even means "hurricane" in Russian, though the weapon is probably named after "Tornado" Yoshida, the mocap actor for Ocelot's gun-twirling in ''MGS3''). Ocelot uniquely carries a pair of these when he is playable during ''MGO3'' and FOB infiltrations. When the weapon was available for development in May 2016, the player character wields only one Tornado-6 revolver. Like Single Action Army that Ocelot uses, these rounds do ricochet upon hitting a surface. | ||
+ | |||
+ | The altered changes from its shotgun counterpart include a wooden grip, longer but thinner barrel, single-action trigger design (instead of double action), and a six shot cylinder firing pistol rounds. Owing to the break-action design from the Uragan-5 (instead of the fixed cylinder gate-loading design), the player character reloads the revolver using a speedloader instead of inserting rounds one-by-one. It cannot accept any upgrades nor customizations. | ||
− | |||
− | |||
[[Image:Mateba_2006.jpg|thumb|none|400px|none|Mateba 2006M - .357 Magnum]] | [[Image:Mateba_2006.jpg|thumb|none|400px|none|Mateba 2006M - .357 Magnum]] | ||
[[File:MSG5-OcelotRevolver-2.jpg|none|600px|thumb|Quiet manages to fire 6 shots from Ocelot's Tornado-6 through the rotor blades of a helicopter.]] | [[File:MSG5-OcelotRevolver-2.jpg|none|600px|thumb|Quiet manages to fire 6 shots from Ocelot's Tornado-6 through the rotor blades of a helicopter.]] | ||
[[File:MGSV_URAGAN_Ocelot_1.jpg|thumb|none|600px|Ocelot dual-wielding Tornado-6s in the Metal Gear Online 3 trailer. For some reason, the chambers don't appear to be actually loaded.]] | [[File:MGSV_URAGAN_Ocelot_1.jpg|thumb|none|600px|Ocelot dual-wielding Tornado-6s in the Metal Gear Online 3 trailer. For some reason, the chambers don't appear to be actually loaded.]] | ||
− | [[File:MSG5-OcelotRevolver-3.jpg|thumb|none|600px|Ocelot dual wielding his Tornado-6's in the latest Metal Gear Online 3 trailer | + | [[File:MSG5-OcelotRevolver-3.jpg|thumb|none|600px|Ocelot dual-wielding his Tornado-6's in the latest Metal Gear Online 3 trailer.]] |
=="Windurger S333/S362/S324LB"== | =="Windurger S333/S362/S324LB"== | ||
− | A .44 | + | A .44 caliber revolver with design cues taken from the [[Dan Wesson revolvers]], and [[Colt Python]]. It substitutes the [[Smith & Wesson Model 19]] from ''[[Peace Walker]]''. A special version of this revolver with olive-drab grips is available in the Collector's version of the game. A long barrelled version known as the S324LB is also available. There are 3 distinct variants; the standard S333 which can come in snub and standard barrel variants, the S362 which does slightly more damage but is otherwise identical and the S324LB which is a long barrel version. |
[[File:DW15-VH.jpg|thumb|400px|none|Dan Wesson Model 15-VH - .357 Magnum]] | [[File:DW15-VH.jpg|thumb|400px|none|Dan Wesson Model 15-VH - .357 Magnum]] | ||
[[File:Colt-Python.jpg|thumb|none|400px|Colt Python with 4" Barrel and factory wood grips - .357 Magnum]] | [[File:Colt-Python.jpg|thumb|none|400px|Colt Python with 4" Barrel and factory wood grips - .357 Magnum]] | ||
− | [[File:MSG5-Revolver-1.jpg|none|600px|thumb|The | + | [[File:MSG5-Revolver-1.jpg|none|600px|thumb|Magnums! Not something you'd see everyday in the series, much less so when you ever got the chance to actually hold one. The standard configuration doesn't feature much in the way of fanciness, but nothing like with six shots of the classic .44 can't solve some problems. It is safe to say, the only upgrades that the revolver series include more firepower and sighting upgrades.]] |
− | [[File:MSG5-Revolver-2.jpg|none|600px|thumb|The | + | [[File:MSG5-Revolver-2.jpg|none|600px|thumb|The snub-nosed variant.]] |
− | [[File:MSG5-Revolver-3.jpg|none|600px|thumb| | + | [[File:MSG5-Revolver-3.jpg|none|600px|thumb|And the LB - long barrelled variant.]] |
− | [[File:MGSVTPPWU233FPS.jpg|none|600px|thumb|Iron sights of the Windurger revolver in first-person view.]] | + | [[File:MGSVTPPWU233FPS.jpg|none|600px|thumb|Iron sights of the standard Windurger revolver in first-person view.]] |
==Leuchtpistole== | ==Leuchtpistole== | ||
− | |||
The "Zorn Kampf Pistole" is a substitute for the K. Pistol from ''[[Peace Walker]]'', and is more or less an unaltered [[Leuchtpistole]] (without even the white Z that identifies the Kampfpistole) fitted with a Sturmpistole indirect fire sight as in that game. | The "Zorn Kampf Pistole" is a substitute for the K. Pistol from ''[[Peace Walker]]'', and is more or less an unaltered [[Leuchtpistole]] (without even the white Z that identifies the Kampfpistole) fitted with a Sturmpistole indirect fire sight as in that game. | ||
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=Submachine Guns= | =Submachine Guns= | ||
+ | All submachine guns barring the "G44-9" will have their stocks folded when the player character uses the submachine gun one-handed (either using a shield or carrying a body). | ||
+ | |||
=="Sz.-336"== | =="Sz.-336"== | ||
+ | The "Sz.-336 SMG" [Sodomka zbrojovka Type 336 Submachine Gun] returns from ''[[Metal Gear Solid: Ground Zeroes]]''. It substitutes for the [[Sa. Vz.61 Skorpion]] featured in MGS3 and MGSPW. Like most weapons in the game, it appears to be made up of parts from various real firearms, such as a hybrid receiver of the [[Sa 23]] SMG and [[Uzi]], the Uzi's iron sights and the wire-stock and bolt of a [[Skorpion]]. The overall shape and design of the submachine gun also resembles the Alka Model 93, which happens to have parts derived from the Skorpion and the [[MAC 10]] & 11. | ||
− | + | In-game, it fires 7.65mm ammunition, a change from Ground Zero's version of the Sz.-336, which was chambered in 9mm. Several XOF troopers are seen wielding it while storming the hospital premises in the prologue of the game. | |
− | |||
− | Several XOF troopers are seen wielding it while storming the hospital premises in the prologue of the game. | ||
[[File:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]] | [[File:Uzi-1.jpg|thumb|none|400px|IMI Uzi with buttstock extended - 9x19mm]] | ||
[[File:Skorpion-ZA-VZ61 side.jpg|none|400px|thumb|Sa. Vz. 61 Skorpion with 10 round magazine and stock extended - .32 ACP]] | [[File:Skorpion-ZA-VZ61 side.jpg|none|400px|thumb|Sa. Vz. 61 Skorpion with 10 round magazine and stock extended - .32 ACP]] | ||
[[File:Cobra_LDP.jpg|none|400px|thumb|Cobra LDP, semi-auto variant of Sa 23 SMG using Uzi magazines, bears notable resemblence to in-game gun.]] | [[File:Cobra_LDP.jpg|none|400px|thumb|Cobra LDP, semi-auto variant of Sa 23 SMG using Uzi magazines, bears notable resemblence to in-game gun.]] | ||
+ | [[File:Alkam93.jpg|thumb|none|400px|Alka M-93 Kratka - 9x19mm]] | ||
[[File:Tppuzil.jpg|thumb|none|600px|Sz.-336 levels 1-5.]] | [[File:Tppuzil.jpg|thumb|none|600px|Sz.-336 levels 1-5.]] | ||
[[File:Sz-336 MGSV TPP E3 2015.jpg|thumb|none|600px|A shot of the rapid-fire off-shoot of the Sz.-336, showing off a different wire stock, laser aiming module, suppressor, and red dot sight. Also note the extended magazine.]] | [[File:Sz-336 MGSV TPP E3 2015.jpg|thumb|none|600px|A shot of the rapid-fire off-shoot of the Sz.-336, showing off a different wire stock, laser aiming module, suppressor, and red dot sight. Also note the extended magazine.]] | ||
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=="MACHT 37"== | =="MACHT 37"== | ||
− | The "MACHT 37" [Maschinen Taktische Pistole 37] , is the game's substitute for the MP5 featured in ''Peace Walker'' and some of the previous games. West German 9mm sub-machine gun, its design is influenced by the likes of [[Walther MPL]]/K and [[Heckler & Koch MP5]]. Aesthetically it ends up looking a lot like the H&K MP2000 prototype (an attempted lower-cost MP5 replacement that was something of [[Heckler & Koch SMG]] refinement and basis for [[Heckler & Koch UMP]]). | + | The "MACHT 37" [Maschinen Taktische Pistole 37] , is the game's substitute for the MP5 featured in ''Peace Walker'' and some of the previous games. West German 9mm sub-machine gun, its design is influenced by the likes of [[Walther MPL]]/K and [[Heckler & Koch MP5]]. Aesthetically it ends up looking a lot like the H&K MP2000 prototype (an attempted lower-cost MP5 replacement that was something of [[Heckler & Koch SMG]] refinement and basis for [[Heckler & Koch UMP]]). The overall profile of the weapon also resembles the Hungarian [[KGP-9]] submachine gun. |
A compact version called the MACHT 37K is also available. Both versions borrow design elements from the [[MP5]] series, such as the matte black finish, iron sights, retractable stock or PDW-style folding stock. At level 2, it gains a foregrip attachment that resembles the vertical foregrip of the [[Heckler & Koch MP5K]]. | A compact version called the MACHT 37K is also available. Both versions borrow design elements from the [[MP5]] series, such as the matte black finish, iron sights, retractable stock or PDW-style folding stock. At level 2, it gains a foregrip attachment that resembles the vertical foregrip of the [[Heckler & Koch MP5K]]. | ||
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[[File:WaltherMP-L-1.jpg|thumb|none|400px|Walther MPL with stock folded - 9x19mm]] | [[File:WaltherMP-L-1.jpg|thumb|none|400px|Walther MPL with stock folded - 9x19mm]] | ||
[[Image:MP5K-PDW.jpg|thumb|none|400px|MP5K-PDW with its extended barrel with 3 lugs & folding stock - 9x19mm]] | [[Image:MP5K-PDW.jpg|thumb|none|400px|MP5K-PDW with its extended barrel with 3 lugs & folding stock - 9x19mm]] | ||
+ | [[File:KGP-9.jpg|thumb|none|400px|KGP-9 - 9x19mm]] | ||
[[File:Tppmpl.jpg|thumb|none|600px|The MACHT 37 in game. Lv 1-3.]] | [[File:Tppmpl.jpg|thumb|none|600px|The MACHT 37 in game. Lv 1-3.]] | ||
[[File:Tppmpk.jpg|thumb|none|600px|The shortened MACHT 37K.]] | [[File:Tppmpk.jpg|thumb|none|600px|The shortened MACHT 37K.]] | ||
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[[File:MGS5_weapons_-_Riot_SMG.jpg|thumb|600px|none|Unsilenced model]] | [[File:MGS5_weapons_-_Riot_SMG.jpg|thumb|600px|none|Unsilenced model]] | ||
[[File:Tppuzi.jpg|thumb|600px|none|Note the Russian PK-AS style red dot sight and the Israeli style magazine holder on the very last model]] | [[File:Tppuzi.jpg|thumb|600px|none|Note the Russian PK-AS style red dot sight and the Israeli style magazine holder on the very last model]] | ||
− | [[File:Tppuzinl.jpg|thumb|600px|none| The non-lethal Riot SMG.]] | + | [[File:Tppuzinl.jpg|thumb|600px|none|The non-lethal Riot SMG.]] |
=="G44-9"== | =="G44-9"== | ||
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=="AM MRS-4"== | =="AM MRS-4"== | ||
− | The [[FAL]]-style rifle known as the "MRS-4", returns from ''[[Metal Gear Solid: Ground Zeroes]]''. It is part of the fictional AM-69 rifle series in the game (now seemingly changed to MRS rifle series), and draws design influences from the [[Talk:Beretta AR-70/223|Beretta SCP-70/90]], the [[FN FAL#IMBEL MD-97|Imbel MD 97]], the [[FN FNC]], the SR 88, the [[Daewoo K2]], and the Gwinn Firearms Bushmaster Rifle, standing in for a [[AR-15]]-style carbine or FN FNC. It features a FN Para style stock, FAL-style side charging handle, cylindrical forearm with attached tactical torch, removable suppressor, and utilizes STANAG 5.56x45mm magazines. | + | The [[FAL]]-style rifle known as the "MRS-4", returns from ''[[Metal Gear Solid: Ground Zeroes]]''. It is part of the fictional AM-69 rifle series in the game (now seemingly changed to MRS rifle series), and draws design influences from the [[Talk:Beretta AR-70/223|Beretta SCP-70/90]], the [[FN FAL#IMBEL MD-97|Imbel MD 97]], the [[FN FNC]], the [[SR 88]], the [[Daewoo K2]], and the Gwinn Firearms Bushmaster Rifle, standing in for a [[AR-15]]-style carbine or FN FNC. It features a FN Para style stock, FAL-style side charging handle, cylindrical forearm with attached tactical torch, removable suppressor, and utilizes STANAG 5.56x45mm magazines. |
When an optic is selected, it is mounted to a riser, resembling a Beretta SCP-70/90 carrying handle. A level 1 MRS-4 with no mods is one of the "designated" weapons for the player character during cutscenes, even if they are not actually carrying one. | When an optic is selected, it is mounted to a riser, resembling a Beretta SCP-70/90 carrying handle. A level 1 MRS-4 with no mods is one of the "designated" weapons for the player character during cutscenes, even if they are not actually carrying one. | ||
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[[File:MSG5-MSR-3.jpg|thumb|none|600px|Big Boss raises his MRS-4 while engaging a plastic bucket.]] | [[File:MSG5-MSR-3.jpg|thumb|none|600px|Big Boss raises his MRS-4 while engaging a plastic bucket.]] | ||
[[File:MSG5-MSR-2.jpg|thumb|none|600px|A child soldier takes Big Boss' MRS-4 and levels it at Miller after Miller strikes him with his crutch.]] | [[File:MSG5-MSR-2.jpg|thumb|none|600px|A child soldier takes Big Boss' MRS-4 and levels it at Miller after Miller strikes him with his crutch.]] | ||
− | [[File:MGSV-TPP-CE-MGO-Gold-MRS4.jpg|thumb|none|600px|Golden MRS-4 | + | [[File:MGSV-TPP-CE-MGO-Gold-MRS4.jpg|thumb|none|600px|Golden MRS-4 obtainable for Collector's Edition users, only usable in ''Metal Gear Online''. Note that it is pre-customized with a "MRS Type R" barrel/foreguard and a solid "MRS Type AD" stock, which is the same default configuration available for the rifle in ''MGO3''.]] |
=="AM MRS-4R"== | =="AM MRS-4R"== | ||
− | + | The [[SAR-80]] style "AM-69" from ''[[Metal Gear Solid: Ground Zeroes]]'' is renamed the "AM MRS-4R" in ''Phantom Pain''. It is part of a fictional series of rifles similar to the AR-15 series, which includes the MRS-4 (M4 Carbine), MRS-4R (M16) and MRS-71 (one of the various AR-15 derived DMRs). They utilize features of the [[FN FAL]] such as the long hand guard with 3 vent holes, [[Daewoo K2]], and the [[SAR-80]] to which they most closely resemble. Equipping an optic mounts it to a riser just in front of the rear sight, making it resemble an [[M16A2]] carrying handle with top rail mount. Unfortunately, it is not possible to replicate the AM-69AAS variant seen in ''Ground Zeroes'', as the heatshield is missing when customizing the weapon. | |
− | The SAR-80 style "AM-69" from ''[[Metal Gear Solid: Ground Zeroes]]'' is renamed the "AM MRS-4R" in ''Phantom Pain''. It is part of a fictional series of rifles similar to the AR-15 series, which includes the MRS-4 (M4 Carbine), MRS-4R (M16) and MRS-71 (one of the various AR-15 derived DMRs). They utilize features of the [[FN FAL]] such as the long hand guard with 3 vent holes, [[Daewoo K2]], and the [[SAR-80]] to which they most closely resemble. Equipping an optic mounts it to a riser just in front of the rear sight, making it resemble an [[M16A2]] carrying handle with top rail mount. | ||
[[File:SAR80.jpg|thumb|none|400px|SAR-80 - 5.56x45mm NATO]] | [[File:SAR80.jpg|thumb|none|400px|SAR-80 - 5.56x45mm NATO]] | ||
− | [[Image:M16A2.jpg|thumb|400px|none|Colt M16A2 | + | [[Image:M16A2.jpg|thumb|400px|none|Colt M16A2 - 5.56x45mm NATO]] |
[[File:Tppm16.jpg|thumb|none|600px|Development levels 1, 2, and 3. Note the FN FAL handguard. After equipping optics, the MRS-4R heavily resembles the M16A2; the level 3 version having the most uncanny resemblance down to the front sight/gas block.]] | [[File:Tppm16.jpg|thumb|none|600px|Development levels 1, 2, and 3. Note the FN FAL handguard. After equipping optics, the MRS-4R heavily resembles the M16A2; the level 3 version having the most uncanny resemblance down to the front sight/gas block.]] | ||
[[File:MGSVPP sneaking.jpg|thumb|none|600px|The suppressed MRS-4R with Snake while sneaking around Afghanistan.]] | [[File:MGSVPP sneaking.jpg|thumb|none|600px|The suppressed MRS-4R with Snake while sneaking around Afghanistan.]] | ||
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==Mare's Leg lever-action rifle== | ==Mare's Leg lever-action rifle== | ||
− | |||
Skull Face continues to carry his "Mare's Leg" lever-action rifle from ''Ground Zeroes'' in ''The Phantom Pain''; it appears to be based on a lever-action Winchester rifle, and is not usable in gameplay. | Skull Face continues to carry his "Mare's Leg" lever-action rifle from ''Ground Zeroes'' in ''The Phantom Pain''; it appears to be based on a lever-action Winchester rifle, and is not usable in gameplay. | ||
− | It is however, shortly usable in an interactive cutscene with | + | It is however, shortly usable in an interactive cutscene with Skull Face when he drops the gun, where Snake somehow shoots a grand total of 10 rounds (plus one more reserved for later) before it's emptied without any indication he reloaded, an unlikely capacity for a cut-down rifle this short. |
[[Image:WInchesterMaresLegOct.jpg|thumb|none|400px|A Mare's Leg cut down from a Winchester Model 1873 rifle with octagonal barrel. This has the tear drop shaped lever loop and case hardened receiver. This original Winchester rifle was cut down for the film [[Wild Wild West]] (1999) and was the screen used gun by [[Will Smith]] in the movie.]] | [[Image:WInchesterMaresLegOct.jpg|thumb|none|400px|A Mare's Leg cut down from a Winchester Model 1873 rifle with octagonal barrel. This has the tear drop shaped lever loop and case hardened receiver. This original Winchester rifle was cut down for the film [[Wild Wild West]] (1999) and was the screen used gun by [[Will Smith]] in the movie.]] | ||
[[File:MGSV-GZ-SkullFaceGun1.jpg|none|400px|thumb|Skullface's sawed-off lever-action gun. Note the grip appears to be made from bone.]] | [[File:MGSV-GZ-SkullFaceGun1.jpg|none|400px|thumb|Skullface's sawed-off lever-action gun. Note the grip appears to be made from bone.]] | ||
− | [[File:MSG5-MaresLeg-1.jpg|none|600px|thumb| | + | [[File:MSG5-MaresLeg-1.jpg|none|600px|thumb|Skull Face uses his weapon to ease the suffering of a "patient". He actually does spin-cock it during this sequence.]] |
− | [[File:MSG5-MaresLeg-2.jpg|none|600px|thumb|Big Boss uses | + | [[File:MSG5-MaresLeg-2.jpg|none|600px|thumb|Big Boss uses Skull Face's weapon. He also flip-cocks it during this sequence.]] |
=="SVG-76"== | =="SVG-76"== | ||
− | [Gryzov Assault Rifle 76] . Chambered in 5.56mm, the SVG rifle series is a fictionalized substitute for the [[AK-74]], though chambered in 5.56mm instead of 5.45mm (giving it a resemblance to the AK-101 in that regard). The weapon itself is heavily modeled after the [[Norinco Type 81]] with its long, sleek receiver and triangular receiver cover with the balklite magazines and receiver cover ribbing of the AK-74. Its handguard also appears to be modeled after the [[AEK-971|AEK-series]] one. The "76" designation suggests that it was adopted by the Soviets in 1976, much like how the AK-74 was adopted in 1974; the fact that the AK-47-like version is called SVG-67 suggests it took the Soviets a remarkably long time to issue an assault rifle in the game's universe, despite an AK-47 type rifle appearing in MGS3 in 1964. Strangely, as the player progresses in the game, Soviet soldiers instead switch to carrying the SVG-67 rifle and the 76 becomes far rarer. | + | [Gryzov Assault Rifle 76] . Chambered in 5.56mm, the SVG rifle series is a fictionalized substitute for the [[AK-74]], though chambered in 5.56mm instead of 5.45mm (giving it a resemblance to the AK-101 in that regard). The weapon itself is heavily modeled after the [[Norinco Type 81]] with its long, sleek receiver and triangular receiver cover with the balklite magazines and receiver cover ribbing of the AK-74. Its handguard also appears to be modeled after the [[AEK-971|AEK-series]] one. The "76" designation suggests that it was adopted by the Soviets in 1976, much like how the AK-74 was adopted in 1974; the fact that the AK-47-like version is called SVG-67 suggests it took the Soviets a remarkably long time to issue an assault rifle in the game's universe, despite an AK-47 type rifle appearing in MGS3 in 1964 - outside of the context of the game, this was likely done to preserve the reversed-number relationship of the actual AKs they stand in for (i.e. AK-'''47'''/AK-'''74'''). Strangely, as the player progresses in the game, Soviet soldiers instead switch to carrying the SVG-67 rifle and the 76 becomes far rarer. |
The name appears to have been derived from that of the [[SVT-40]] (SVT = "Samozaryadnaya Vintovka Tokareva," "self-loading rifle of Tokarev"), substituting the fictional designer Gryzov for Tokarev. This is a little odd since it is a designation that would normally be used to describe a semi-automatic rifle, lacking the "avtomat" ("automatic device") label used by the real-life AK series. Though it is possible to imagine reasons for this, no reason for it is given by the game. In earlier versions of the game, the Development menu incorrectly referred to the rifle as "Gryzov Assault Rifle 77". The mistake has since been patched. | The name appears to have been derived from that of the [[SVT-40]] (SVT = "Samozaryadnaya Vintovka Tokareva," "self-loading rifle of Tokarev"), substituting the fictional designer Gryzov for Tokarev. This is a little odd since it is a designation that would normally be used to describe a semi-automatic rifle, lacking the "avtomat" ("automatic device") label used by the real-life AK series. Though it is possible to imagine reasons for this, no reason for it is given by the game. In earlier versions of the game, the Development menu incorrectly referred to the rifle as "Gryzov Assault Rifle 77". The mistake has since been patched. | ||
− | + | [[File:AK-74 NTW 12 92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]] | |
− | [[ | + | [[File:Type 81 x 2.jpg|thumb|none|400px|Norinco Type 81 - 7.62x39mm]] |
− | [[ | ||
[[File:MGS5AK2.jpg|thumb|none|600px|An unmodified SVG-76 at level 1. This version is fitted with a Tabuk-style flash hider and a solid stock.]] | [[File:MGS5AK2.jpg|thumb|none|600px|An unmodified SVG-76 at level 1. This version is fitted with a Tabuk-style flash hider and a solid stock.]] | ||
[[File:MGSVTPPSVG76FPS.jpg|none|600px|thumb|Iron sights of the SVG-76 in first-person view.]] | [[File:MGSVTPPSVG76FPS.jpg|none|600px|thumb|Iron sights of the SVG-76 in first-person view.]] | ||
− | [[ | + | [[File:Aks-74.jpg|thumb|none|400px|AKS-74 with Bakelite magazine - 5.45x39mm]] |
[[File:Svg-76lvl2mgsv.jpg|thumb|none|600px|The Lvl 2 version brings the SVG's silhouette more into line with the real weapon. The gun also gets a KRUM-style muzzle brake and a AKS-74-style skeletal stock.]] | [[File:Svg-76lvl2mgsv.jpg|thumb|none|600px|The Lvl 2 version brings the SVG's silhouette more into line with the real weapon. The gun also gets a KRUM-style muzzle brake and a AKS-74-style skeletal stock.]] | ||
[[File:MSG5-SVG76-2.jpg|thumb|none|600px|The SVG-76, Lv 3-5.]] | [[File:MSG5-SVG76-2.jpg|thumb|none|600px|The SVG-76, Lv 3-5.]] | ||
− | [[File:MGS5AK.jpg|thumb|none|600px|The SVG-67 is an upgrade that swaps the caliber from 5.56mm to 7.62mm so it can stand in for the AK-47, though the only changes to the model are a more appropriate magazine, the rear sight from an AKS-74u, and a more conventional AK ribbed dust cover.]] | + | [[File:MGS5AK.jpg|thumb|none|600px|The SVG-67 is an upgrade that swaps the caliber from 5.56mm to 7.62mm so it can stand in for the AK-47/AKM, though the only changes to the model are a more appropriate magazine, the rear sight from an AKS-74u, and a more conventional AK ribbed dust cover.]] |
[[File:Tppsvg67.jpg|thumb|none|600px]] | [[File:Tppsvg67.jpg|thumb|none|600px]] | ||
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=="UN-ARC"== | =="UN-ARC"== | ||
− | [UN Automatic Rifle for Combat] . The apparent ubiquitous battle rifle of the game, its design is influenced mainly by the [[FN FAL]] (stock and grip, apparent in the non-lethal version shown in one of 2015 gameplay demos), [[SIG SG 542]] (charging handle on ejection port), and [[G3]]-esque diopter sights and magazine well. All three battle rifles were used in African wars during the 1980's. XOF (Skull Face's men) are seen with a UN-ARC(s) with stocks similiar to the [[SIG SG 550]]. It also has a nonlethal variant which fires rubber bullets, designated with a blue barrel, a carbine version with a folding stock similar to the FAL paratrooper, and a light machine gun version. | + | [UN Automatic Rifle for Combat] . The apparent ubiquitous battle rifle of the game, its design is influenced mainly by the [[FN FAL]] (stock and grip, apparent in the non-lethal version shown in one of 2015 gameplay demos), [[SIG SG 542]] (charging handle on ejection port), and [[G3]]-esque diopter sights and magazine well. All three battle rifles were used in African wars during the 1980's. XOF (Skull Face's men) are seen with a UN-ARC(s) with stocks similiar to the [[SIG SG 550]]. It also has a nonlethal variant which fires rubber bullets, designated with a blue barrel, a carbine version with a folding stock similar to the FAL paratrooper, and a light machine gun version. The overall rifle also has passing resemblance with the Daewoo XB7, one of the prototype [[Daewoo K2]] models. |
[[Image:Fal13-1-.jpg|thumb|none|400px|Israeli FAL "Romat" with Wooden Furniture - notice stock and grip]] | [[Image:Fal13-1-.jpg|thumb|none|400px|Israeli FAL "Romat" with Wooden Furniture - notice stock and grip]] | ||
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[[File:FN-Minimi-1974-Army.jpg|thumb|none|400px|FN Minimi 1974 pre-production army trial model - 5.56x45mm]] | [[File:FN-Minimi-1974-Army.jpg|thumb|none|400px|FN Minimi 1974 pre-production army trial model - 5.56x45mm]] | ||
− | [[File: | + | [[File:FN MAG GPMG.jpg|thumb|none|400px|FN MAG 58 - 7.62x51mm NATO]] |
[[File:Tppmag1.jpg|thumb|none|600px|The design of the stock is somewhat similar to the [[Heckler & Koch MG4]].]] | [[File:Tppmag1.jpg|thumb|none|600px|The design of the stock is somewhat similar to the [[Heckler & Koch MG4]].]] | ||
[[File:Tppmag2.jpg|thumb|none|600px]] | [[File:Tppmag2.jpg|thumb|none|600px]] | ||
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=Launchers= | =Launchers= | ||
=="DGL103"== | =="DGL103"== | ||
− | A break-action , single-shot 40mm grenade launcher based on the [[HK79]] with a stand-alone stock based on the KAC Stand-alone [[M203]]. The two main research chains are for an underbarrel version with high-level versions able to fire different ammo types (as in ''Peace Walker'', there is no switching of types, each instead being counted as a different type of gun) or a long-barrel standalone-only variant which can later be modified to fire RPGs (!), though in practical terms this just extends grenade range with no new effect for firing them. | + | A break-action, single-shot 40mm grenade launcher based on the [[HK79]] with a stand-alone stock based on the KAC Stand-alone [[M203]]. The two main research chains are for an underbarrel version with high-level versions able to fire different ammo types (as in ''Peace Walker'', there is no switching of types, each instead being counted as a different type of gun) or a long-barrel standalone-only variant which can later be modified to fire RPGs (!), though in practical terms this just extends grenade range with no new effect for firing them. |
− | + | [[File:KAC-M203SAL.jpg|thumb|none|400px|Knights Armament Co. Stand Alone M203 Launcher Platform with Type 1 Telescoping Stock - 40x46mm]] | |
− | [[ | + | [[File:HK33HK79.jpg|thumb|none|400px|Heckler & Koch HK79 mounted on Heckler & Koch HK33A2 - 40x46mm & 5.56x45mm NATO]] |
− | [[ | + | [[File:Tppgla1.jpg|thumb|none|600px|Short "DGL103-SA" stand-alone version. Unlike the FAKEL which becomes a multi-barreled monstrosity, the DGL remains a single-barreled weapon.]] |
− | [[ | + | [[File:Tppgla2.jpg|thumb|none|600px|Long "DGL103-SA" stand-alone version. Where the backblast will come from when this is upgraded to fire RPGs is a mystery.]] |
− | [[ | + | [[File:MGSV-UGBL-1.jpg|thumb|none|600px|Short "DGL103-SA" mounted under a UN-ARC NL less-lethal battle rifle.]] |
− | [[ | + | [[File:MGSV-UBGL-1.jpg|thumb|none|600px|Flaming Buffalo reloads her underbarrel smoke-launching DGL103 as she escapes from the highly dangerous confines of Mother Base's zoo, showing the break-open action.]] |
− | [[ | ||
==GP-25== | ==GP-25== | ||
− | The "Fakel-46" grenade launcher is more or less exactly the same as a [[GP-series grenade launcher|GP-25 grenade launcher]]. One chain of research results in an underbarrel version and various new round types, while the other for the "Fakel G-33" results in progressively sillier multi-barrel models. While there is a real-life multi-barreled GP-styled launcher called the Avalanche MSGL manufactured by Arsenal, this is a revolver-style grenade launcher with a spring-operated rotary cylinder, resembling an [[RG-6 grenade launcher]] with no barrel. | + | The "Fakel-46" grenade launcher is more or less exactly the same as a [[GP-series grenade launcher|GP-25 grenade launcher]]. One chain of research results in an underbarrel version and various new round types, while the other for the "Fakel G-33" results in progressively sillier multi-barrel models. While there is a real-life multi-barreled GP-styled launcher called the Avalanche MSGL manufactured by [[Arsenal AD]], this is a revolver-style grenade launcher with a spring-operated rotary cylinder, resembling an [[RG-6 grenade launcher]] with no barrel. |
[[File:Gp-25 1.jpg|thumb|none|350px|GP-25 grenade launcher]] | [[File:Gp-25 1.jpg|thumb|none|350px|GP-25 grenade launcher]] | ||
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=="Grom-11"== | =="Grom-11"== | ||
− | Standing in for the RPG-7, this fictional Soviet rocket launcher visually takes after the [[Panzerschreck]] and [[Panzerfaust 3]]. Compared to the first-world dumbfire launcher, the Grom-11 is always faster to reload, cheaper to field and easier to develop. It also keeps pace in damage and has a deeper ammo reserve until the western ☆5 finally puts it in second place. Grom means "thunder" in Russian and other Slavic languages. | + | Standing in for the RPG-7, this fictional Soviet rocket launcher visually takes after the [[Panzerschreck RPzB 54]] and [[Panzerfaust 3]]. Compared to the first-world dumbfire launcher, the Grom-11 is always faster to reload, cheaper to field and easier to develop. It also keeps pace in damage and has a deeper ammo reserve until the western ☆5 finally puts it in second place. Grom means "thunder" in Russian and other Slavic languages. |
− | [[Image:Panzerschreck43.jpg|thumb|none|400px|RPzB | + | [[Image:Panzerschreck43.jpg|thumb|none|400px|Panzerschreck RPzB 54 - 88mm]] |
[[File:PNZFT3.jpg|thumb|none|400px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]] | [[File:PNZFT3.jpg|thumb|none|400px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]] | ||
[[File:MSG5-GROM-1.jpg|thumb|none|600px|☆2 Grom-11 is the first launcher you'll get access to and the one you'll see Soviet airborne carrying around. One shot will annihilate anything soft immediately, but even the IFVs will take at least 2-3 rockets to the rear hull.]] | [[File:MSG5-GROM-1.jpg|thumb|none|600px|☆2 Grom-11 is the first launcher you'll get access to and the one you'll see Soviet airborne carrying around. One shot will annihilate anything soft immediately, but even the IFVs will take at least 2-3 rockets to the rear hull.]] | ||
Line 531: | Line 550: | ||
=Mounted Guns= | =Mounted Guns= | ||
==Shipunov 2A42== | ==Shipunov 2A42== | ||
− | A [[Shipunov 2A42]] is mounted on the same fictional transport-configured Mi-28, now referred to as "HP-48 Krokodil" | + | A [[Shipunov 2A42]] is mounted on the same fictional transport-configured Mi-28, now referred to as "HP-48 Krokodil," which returns from ''[[Metal Gear Solid: Ground Zeroes]].'' Soviet "Zhuk BR-3" APCs also mount them in a BMP-2/BTR-90 style turret. |
[[Image:800px-Autocanon 2A42 on the Mi28N heli.JPG|thumb|none|400px|Shipunov 2A42 mounted on a Mi-28 Havoc - 30x165mm]] | [[Image:800px-Autocanon 2A42 on the Mi28N heli.JPG|thumb|none|400px|Shipunov 2A42 mounted on a Mi-28 Havoc - 30x165mm]] | ||
− | [[File:Tppbrdm.jpg|thumb|none|600px|A | + | [[File:Tppbrdm.jpg|thumb|none|600px|A Zhuk BR-3 with a Shipunov 2A42 autocannon.]] |
− | [[File:Tppbrdm2.jpg|thumb|none|600px| | + | [[File:Tppbrdm2.jpg|thumb|none|600px|And as seen with a 6-rail launcher for Katyusha rockets. Given the number of rails, this is presumably supposed to be either a M-8-6 launcher with 82mm M-8 rockets, or a 6-M-13 with 132mm M-13 or M-20 rockets.]] |
==Rheinmetall MK 20 Rh 202== | ==Rheinmetall MK 20 Rh 202== | ||
− | + | The "Stout" IFVs mount the [[Rheinmetall Rh 202]] in a Bundeswehr Marder-style turret. | |
[[File:Marder1A3 BMK.jpg|thumb|none|400px|Rheinmetall MK 20 Rh 202 autocannon in Marder IFV turret - 20x139mm]] | [[File:Marder1A3 BMK.jpg|thumb|none|400px|Rheinmetall MK 20 Rh 202 autocannon in Marder IFV turret - 20x139mm]] | ||
[[File:Tpplav20.jpg|thumb|none|600px]] | [[File:Tpplav20.jpg|thumb|none|600px]] | ||
Line 562: | Line 581: | ||
=="VOL-GA K12"== | =="VOL-GA K12"== | ||
− | + | A stationary HMG mounted on a tripod and on Russian tanks. Its appearance is similar to that of the [[DShKM]]. | |
− | A stationary HMG mounted on a tripod and on Russian tanks. Its appearance is similar to that of the [[ | ||
[[File:DSHK.jpg|thumb|none|400px|DShKM on tripod - 12.7x108mm]] | [[File:DSHK.jpg|thumb|none|400px|DShKM on tripod - 12.7x108mm]] | ||
[[File:MGSVPP turret post.jpg|thumb|none|600px|An unnamed VOL-GA K12 turret inside a village used by Soviet troops.]] | [[File:MGSVPP turret post.jpg|thumb|none|600px|An unnamed VOL-GA K12 turret inside a village used by Soviet troops.]] | ||
Line 611: | Line 629: | ||
[[File:M18green.jpg|thumb|none|M18 smoke grenade - Green.]] | [[File:M18green.jpg|thumb|none|M18 smoke grenade - Green.]] | ||
[[File:MGSGZ 01.jpg|thumb|none|600px|MSF soldiers carrying M18 smoke grenades on their flak jackets in the ''Ground Zeroes '' flashback.]] | [[File:MGSGZ 01.jpg|thumb|none|600px|MSF soldiers carrying M18 smoke grenades on their flak jackets in the ''Ground Zeroes '' flashback.]] | ||
− | [[File:MGSPP 03.jpg|thumb|none|600px|Big Boss | + | [[File:MGSPP 03.jpg|thumb|none|600px|Big Boss wonders how much longer he needs to listen to Skullface's ''sappy'' monologue.]] |
Line 624: | Line 642: | ||
[[Category:Third-Person Shooter]] | [[Category:Third-Person Shooter]] | ||
[[Category:Science-Fiction]] | [[Category:Science-Fiction]] | ||
+ | [[Category:Hideo Kojima]] | ||
+ | [[Category:Kensuke Sonomura]] |
Latest revision as of 10:36, 23 December 2024
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Metal Gear Solid V: The Phantom Pain for current discussions. Content is subject to change. |
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Metal Gear Solid V: The Phantom Pain is a 2015 third-person stealth-action open-world game developed by Kojima Productions and published by Konami, and is the direct follow on to the short first "episode" of the story, Metal Gear Solid V: Ground Zeroes. Set in 1984, a decade after Metal Gear Solid: Peace Walker, the story begins after the destruction of the old Mother Base facility by a team from the mysterious Cipher organisation's strike unit, XOF. Big Boss has been in a coma for nine years and much has changed, but, awakening as XOF assaults the hospital he is recovering in, he must come up with a plan to get his revenge on Cipher.
As well as the singleplayer campaign, the game features an online competitive "FOB mode" where players can invade Forward Operating Bases belonging to each other and steal resources and troops. While it was not present at launch, patches have also added a new version of Metal Gear Online.
The following weapons appear in the video game Metal Gear Solid V: The Phantom Pain:
For weapons relating to its sister game, see Metal Gear Solid V: Ground Zeroes.
WARNING! THIS PAGE CONTAINS SPOILERS!
Overview
The Phantom Pain expands on the gameplay systems of Peace Walker, extending some and simplifying others. The game takes place in an Assassin's Creed-style continuous open world rather than a series of short missions, with two main map hubs in Afghanistan and Africa (specifically an "Angola-Zaire border region"). The loadout system is similar to that of Peace Walker, with the player character only able to equip a small number of firearms at a time; like Ground Zeroes it is further restricted by the three slots for firearms being set up by class, with two being primary weapons (the player character's back and hip} and one a secondary weapon (their leg holster). Sniper rifles, machine guns, shields and launchers go on the back slot, assault and battle rifles, grenade launchers and shotguns on the hip, and pistols and SMGs on the leg. Additional non-firearm items can be equipped in one of two radial menus, one of which is for support weapons such as mines and grenades and the other for equipment. There is now also a "tool" category including the binoculars, iDroid, analyser and Fulton devices, which do not require equip slots and do not need to be selected to be used.
As before, the gameplay systems centre on a large offshore facility called "Mother Base," this time a platform in the Seychelles, which is used as justification for the various in-game systems. The player can recruit additional troops for the new mercenary unit, "Diamond Dogs," by either accepting volunteers or using the rather comical "Fulton Recovery" mechanic to kidnap enemy soldiers by launching them into the sky using magic balloons, though these now require clear air above the extraction target to be used unless the late-game "Wormhole Fulton" device has been researched. In addition, upgrades allow the Fulton device to be used to extract larger objects such as resource containers, emplaced weapons and vehicles.
While the player character is able to pick up weapons used by enemies in the game world, this does not add them to the player's inventory permanently; to select new weapons from the loadout screen, they must be developed via the R&D department using points acquired by the Combat Team (as well as numerous other means). All weapons have a minimum level for at least one of the various Mother Base teams, before which they cannot be developed. Unlike Peace Walker, blueprints for weapons are generally only required to produce later versions, not to begin development. Certain high-level weapons also require staff with specific skills be part of the R&D team.
Like Ground Zeroes, The Phantom Pain uses fictional "frankengun" hybrids for most of the player-usable weaponry, much as Resident Evil 6 did. This appears to have been done so that the game's R&D tech tree could feature weapons which were clear upgrades to each other, and for parts commonality in the weapon customisation system. Weapons are sorted by a tree structure where similar weapons can be upgraded linearly (ranked from 1 to 6 originally, now 1 to 11), producing better guns of fundamentally the same type. Distinctly different types are typically offshoots with their own rank.
Resource management is more complex, with the money-substitute Gross Military Product (GMP) points being augmented by physical resources such as metals and fuel which must be gathered, and plants which must be found in the game world. Resources can be found in processed or unprocessed states; processed material is added to Mother Base's current stockpile, while unprocessed material (found as large shipping containers) must be processed first by the Base Development department, which also generates further unprocessed resources at regular intervals. The ammunition manufacturing system in Peace Walker (which manufactured ammo so quickly that running out was never an issue) is replaced with a system of charging the player for equipping weapons as well as researching them; all weapons cost GMP to equip, while high-end weapons require additional resources as well. For example, a rocket launcher may require fuel resources, or a tranquilizer gun a specific amount of soporific digitalis plants.
Side-missions now all take place in the game world; as before these include vehicle battles, though these are now battles against regular tanks and infantry rather than protracted endurance matches with battleship-strength super-vehicles supported by entire platoons. Presumably because it would be difficult to allow the player to use them in the open world, it is no longer possible to capture helicopters. As before, captured vehicles can be used in a side-mission battle mode, though this mode ("Deployment") is more restrictive than before, with very specific requirements on what combinations of units can be used for each battle, some requiring the use of a particular vehicle but otherwise not allowing them to be used at all. As before, the rewards in this mode use a random drop mechanic, but generally if a blueprint is one of the rewards its drop rate will be 100%.
At any time in the game world, the player can use the support function to request ammunition supplies, new weapons or equipment, or an entire pre-set loadout. Unlike Peace Walker, it is also possible to request vehicles be dropped as support, including tanks. The player can also select one of several "buddy" characters to assist them, and switch between them using the support system.
Weapon customisation is not initially available and requires recovering a "legendary gunsmith," found in a mission unlocked about a fifth of the way through the game. Following this, any parts on weapons the player has researched can be swapped between them, with restrictions based on the class of weapon involved and whether it has fixed parts or the right attachment points. Underbarrel weapons must be researched as separate standalones which have the relevant ability; they can then be attached to a gun with an appropriate mounting point.
Suppressors still work similarly to Peace Walker with a weapon only getting one suppressor which will wear out over time; this can now be manually detached to save its lifespan, however. The suppressor will automatically detach with a loud snapping sound when it wears out; it can be restored by finding (very rare) suppressor pickups in the game world, or by calling for a support drop which will include suppressors for all weapons that have them. There are three possible grades of suppressor durability, with the normal two "low" and "medium," higher-level weapons allowing use of the latter. A handful of weapons have level three suppressors that do not degrade.
Initally the weapon tech trees stopped at Rank 6 for all weapons; patches have since added weapons at the final two tiers. Several Rank 9 weapons were added on December 17th 2015. Later patches introduced even higher level weapons: as of April 2017, some weapons go up to level 11.
Handguns
Regular enemy soldiers pull out their sidearm when their primary weapon was disarmed by the player character, either through CQC or by heavily wounding them. Disarming soldiers even with their sidearm out will still somehow pull out their handgun from their holsters even if the player relocates the soldier away from their sidearm or if they take their sidearm away.
Constantinou's unnamed pistol
In the prologue, Doctor Constantinou pulls out a pocket pistol of a fictional design, but the XOF assassin murders him before it was ever used - dropping it to the floor. Shortly after, the assassin later picked the pistol up and attempts to deliver the coup de grâce to Snake/"Ahab", but she was disarmed by "Ishmael" before she can do so. Without mods, this is the only time that the pistol can be seen. And it cannot be obtained or developed by the player character in any way.
The pistol's design based on various real life pistol designs, namely the FN Baby Browning, Colt Model 1903/Colt Model 1908 Vest Pocket, Smith & Wesson 61 Escort and the Korovin TK to name a few.
"WU Silent Pistol"
The "WU Silent Pistol" [Windurger No.2 Silent Pistol] tranquilizer gun is shown passing over to Phantom Pain. Its permanent suppressor and "ghost ring" sight is only accessible at level 5, and earlier versions without it heavily resemble the AMC Auto Mag Pistol with the addition of a polymer frame and tritium glow-in-the-dark night sights. The gun is the equivalent of the tranquilizer pistols seen in the series; the M9 from MGS2, Mk.22 Mod 0 featured in MGS3, Portable Ops & Peace Walker, and the Ruger Mk. II from MGS4, and as in those games is manually operated.
A lethal version is available, though the weapon retains its slide-lock mechanism and therefore does not fire in semi-auto. ☆5 armor-piercing (called "Glass-piercing" in the bonus description) and ☆7 fast-acting (+SB) non-lethal conversions are also available, with the later keeping its integral suppressor. It can be converted into a pistol carbine in ☆7, which allows a scope. Despite the description stating that it can now access undermount modifications, it only unlocks the ability to add additional laser sights (which replace any option in the flashlight slot) and not much else. Firing the carbine version does not make the player character manually operate it, but it is a cosmetic change as the fire rate remains the same. An unsuppressed, golden version is available with the Collector's Edition of the game, only exclusive to Metal Gear Online.
"AM A114 RP"
The fictional "AM A114 RP" [Arms Material Alpha-114 Riot Pistol] is a non-lethal handgun available starting from the January 2016 update. Unavailable through normal gameplay, the handgun's blueprints can be acquired through a hefty cost of 8500 Event Points gained through online Event FOB missions. Despite the weapon having a magazine, it is depicted as a single-shot handgun (with a +1 in the chamber) that fires special rounds that spreads tranquilizer gas into a very small area, with said magazine somehow holding two rounds each. It features a slide locking mechanism akin to the previous non-converted tranquilizer pistols of the series. The tranquilizer gas is potent enough to knock out enemies and animals, even on body shots or near misses, and it can even pierce through heavily armored enemies. Because it uses gas however, soldiers with gas masks are not effective against it.
The pistol's slide appears to be based around the Smith & Wesson 41 .22LR pistol.
"AM D114"
The "AM D114" pistol [Arms Material Delta-114 Combat Pistol] is the game's substitute for the Colt M1911A1, that has been featured throughout the MGS series, starting with 2004's Metal Gear Solid 3: Snake Eater. Aesthetically, it appears to be inspired by the CZ 75, Browning Hi-Power, and Smith & Wesson Model 39 - while it ultimately ends up looking a lot like a FÉG Model 45 ACK/GKK. The gun is chambered in .45 ACP (with the armor piercing-variants are chambered in 9mm), sports the slide inside the frame design of the CZ 75 and its derivatives, has BO-MAR style target sights, and a checkered front strap. A non-customized level 1 version is used by Snake in some cutscenes (regardless of sidearm equipped). It is the standard sidearm of the PMCs operating in Africa (using the level 1 variant) and the XOF soldiers in a few main missions (using the level 4 variant, barring the extended magazine). Quiet herself also carries a level 1 variant of the AM D114 in her holster while in her "Naked" uniform, though it is never used.
Interestingly, there are some errors regarding its use with the XOF soldiers. Namely that the pistol in the soldier's holsters use the pre-level 4 version indicated by the wood grips (instead of the brown polymer grips that they actually have), and when they pull out the AM D114 from their holsters, it is equipped with a suppressor. But when it is dropped when the player disarms the soldier, the suppressor is automatically removed and the player cannot actually equip one (with the exception of the first mission, where it is actually consistent). Since it is suppressed as soon as the soldier pulls the pistol out from the holster, this raises questions on how would the pistol fit in there in the first place.
AM D114 CB
AM D114LB-45/D114LB-9
Adamska Special
Water Pistol
Action shots
"Burkov"
Substitute for the Makarov PM pistol featured in previous installments. It is the standard sidearm for the Soviet Forces operating in Afghanistan. Appears to be a mix of the Makarov with a huge design influence from the Heckler & Koch P9S. A tranquilizer version can also be developed, and is the first semi-automatic tranquiliser handgun in the series.
"Geist P3"
A 9mm polymer-framed handgun substituting for the Glock 18 from MGS2 and MGS4. The Geist P3 appears to be a hybrid of the Heckler & Koch USP and Springfield Armory XD pistols, both of which are anachronistic to the time setting. It has the lowest impact force compared to all other pistols, but has decent penetration and the highest rate of fire. Initially a semi-automatic like the Glock 17, at level 3, a select fire switch is added to the frame, converting the Geist P3 into a three-round burst machine pistol like the Beretta 93R. Geist means "Ghost" in German. Due to a bug in the PC version of the game, the Geist P3 can fire in full-automatic mode when using mouse and keyboard instead of controller.
The ☆7 upgrade adds a custom O-Ring barrel (removing the ability to add a suppressor), which functions as a compensator and enables easier control. It also adds front cocking serrations akin to Snake's custom M1911 featured throughout the series. The ☆8 converts the pistol to a carbine, similar to previous pistols.
"Uragan-5"
Returning from Ground Zeroes, the "Uragan-5 Pistol" [BTS Instrument Design Bureau Uragan-5 Pistol] is a 5-round revolver that uses both lethal and non-lethal shotgun rounds; ridiculously chambered in 12 gauge. It utilizes the low bore six-o-clock chamber design of Mateba revolvers, with the hexagonal cylinder design of the Chiappa Rhino series, and a break-action design similar to the MP-412 REX. A break action design on such a weapon would be highly impractical, as the high power of shotgun shells would stress the frame immensely and likely damage it since break-action designs by necessity have weaker overall frames.
Visual design aside, the weapon's concept (Russian made special-purpose shotshell revolver) appears to be taken from the KBP Design Bureau's "Udar" development program, its fruits being the U-94 and OTs-20 - even if they were chambered in a much more rational (and proprietary) 12.7mm/32ga short.
"Tornado-6"
The Tornado-6 revolver is the weapon of choice for Ocelot in-game, replacing the Single Action Army he wielded in previous games. The Tornado-6 appears to be a altered model of the Uragan-5 (Uragan even means "hurricane" in Russian, though the weapon is probably named after "Tornado" Yoshida, the mocap actor for Ocelot's gun-twirling in MGS3). Ocelot uniquely carries a pair of these when he is playable during MGO3 and FOB infiltrations. When the weapon was available for development in May 2016, the player character wields only one Tornado-6 revolver. Like Single Action Army that Ocelot uses, these rounds do ricochet upon hitting a surface.
The altered changes from its shotgun counterpart include a wooden grip, longer but thinner barrel, single-action trigger design (instead of double action), and a six shot cylinder firing pistol rounds. Owing to the break-action design from the Uragan-5 (instead of the fixed cylinder gate-loading design), the player character reloads the revolver using a speedloader instead of inserting rounds one-by-one. It cannot accept any upgrades nor customizations.
"Windurger S333/S362/S324LB"
A .44 caliber revolver with design cues taken from the Dan Wesson revolvers, and Colt Python. It substitutes the Smith & Wesson Model 19 from Peace Walker. A special version of this revolver with olive-drab grips is available in the Collector's version of the game. A long barrelled version known as the S324LB is also available. There are 3 distinct variants; the standard S333 which can come in snub and standard barrel variants, the S362 which does slightly more damage but is otherwise identical and the S324LB which is a long barrel version.
Leuchtpistole
The "Zorn Kampf Pistole" is a substitute for the K. Pistol from Peace Walker, and is more or less an unaltered Leuchtpistole (without even the white Z that identifies the Kampfpistole) fitted with a Sturmpistole indirect fire sight as in that game.
Submachine Guns
All submachine guns barring the "G44-9" will have their stocks folded when the player character uses the submachine gun one-handed (either using a shield or carrying a body).
"Sz.-336"
The "Sz.-336 SMG" [Sodomka zbrojovka Type 336 Submachine Gun] returns from Metal Gear Solid: Ground Zeroes. It substitutes for the Sa. Vz.61 Skorpion featured in MGS3 and MGSPW. Like most weapons in the game, it appears to be made up of parts from various real firearms, such as a hybrid receiver of the Sa 23 SMG and Uzi, the Uzi's iron sights and the wire-stock and bolt of a Skorpion. The overall shape and design of the submachine gun also resembles the Alka Model 93, which happens to have parts derived from the Skorpion and the MAC 10 & 11.
In-game, it fires 7.65mm ammunition, a change from Ground Zero's version of the Sz.-336, which was chambered in 9mm. Several XOF troopers are seen wielding it while storming the hospital premises in the prologue of the game.
"MACHT 37"
The "MACHT 37" [Maschinen Taktische Pistole 37] , is the game's substitute for the MP5 featured in Peace Walker and some of the previous games. West German 9mm sub-machine gun, its design is influenced by the likes of Walther MPL/K and Heckler & Koch MP5. Aesthetically it ends up looking a lot like the H&K MP2000 prototype (an attempted lower-cost MP5 replacement that was something of Heckler & Koch SMG refinement and basis for Heckler & Koch UMP). The overall profile of the weapon also resembles the Hungarian KGP-9 submachine gun.
A compact version called the MACHT 37K is also available. Both versions borrow design elements from the MP5 series, such as the matte black finish, iron sights, retractable stock or PDW-style folding stock. At level 2, it gains a foregrip attachment that resembles the vertical foregrip of the Heckler & Koch MP5K.
"Ze'ev"
An Israeli 9mm machine pistol based heavily on the Micro Uzi with design elements from the Cobra LDP such as the barrel jacket and front slope, this weapon comes with a suppressor and 31-round magazine. Lethal and non-lethal versions are available; the non-lethal version is called the "Riot SMG" and features a suppressor based on the Sionics Two-Stage Sound Suppressor used by the MAC-10, and is loaded with rubber bullets. Ze'ev means "wolf" in Hebrew.
"G44-9"
A 9mm conversion of the G44 rifle. The new barrel makes it look even more similar to the FAMAS, though it also shows the Steyr AUG-like profile of the stock. Oddly, this weapon's magazine part (called "9-mag") has the same stats as the MACHT 37 magazine but gives a much larger pool of reserve ammunition.
Shotguns
"S1000 Shotgun"
Naked Snake uses the fictional "S1000 Shotgun", modeled after the Remington 870 with an extended forend resembling that of the Heckler & Koch FABARM FP6 while on Ocelot's white horse (yes, a white horse), against a fiery apparition resembling Colonel Volgin on an equally fiery apparition resembling a winged unicorn. The basic version has a capacity of 4 rounds and later becomes magazine-fed and gains a suppressor which appears to be modelled after a shotgun rifle grenade launching cup, while other branches of the tech tree include a 6-round version with an extended barrel and magazine tube and a 3-round "shorty" version which can be developed into an underbarrel variant. Interestingly, this variant has no forend and is instead modified as a bolt-action weapon, an idea presumably taken from the M26 MASS.
Double-barrel shotgun
The Rasp shotgun is a single-trigger 12 Gauge Double Barreled Shotgun of indeterminate model much like the "Twin Barrel" from prior games, which can be developed into a ludicrous variety of different configurations including: a sawed-off version, long barrels, variants that can equip scopes and side mounts and models designed to fire slugs and less-lethal "air shock" rounds.
Sawn-off Shotgun
A gold-plated version of the game's "Rasp SBS" is a pre-order bonus. A normal version of the weapon can also be developed as part of the Rasp shotgun's tech tree.
"Kabarga-83"
A semi-automatic shotgun based off of the Vepr-12. It is presumably the games' equivalent to the Saiga 12 featured in Metal Gear Solid 4.
"Bullhorn SG"
A bullpup pump-action shotgun based on the Mossberg 590 Bullpup from the 1980's, with design elements from the Kel-Tec KSG such as the stock and flat-top. Holds 8 shells in a tube magazine.
Rifles
"AM MRS-4"
The FAL-style rifle known as the "MRS-4", returns from Metal Gear Solid: Ground Zeroes. It is part of the fictional AM-69 rifle series in the game (now seemingly changed to MRS rifle series), and draws design influences from the Beretta SCP-70/90, the Imbel MD 97, the FN FNC, the SR 88, the Daewoo K2, and the Gwinn Firearms Bushmaster Rifle, standing in for a AR-15-style carbine or FN FNC. It features a FN Para style stock, FAL-style side charging handle, cylindrical forearm with attached tactical torch, removable suppressor, and utilizes STANAG 5.56x45mm magazines.
When an optic is selected, it is mounted to a riser, resembling a Beretta SCP-70/90 carrying handle. A level 1 MRS-4 with no mods is one of the "designated" weapons for the player character during cutscenes, even if they are not actually carrying one.
"AM MRS-4R"
The SAR-80 style "AM-69" from Metal Gear Solid: Ground Zeroes is renamed the "AM MRS-4R" in Phantom Pain. It is part of a fictional series of rifles similar to the AR-15 series, which includes the MRS-4 (M4 Carbine), MRS-4R (M16) and MRS-71 (one of the various AR-15 derived DMRs). They utilize features of the FN FAL such as the long hand guard with 3 vent holes, Daewoo K2, and the SAR-80 to which they most closely resemble. Equipping an optic mounts it to a riser just in front of the rear sight, making it resemble an M16A2 carrying handle with top rail mount. Unfortunately, it is not possible to replicate the AM-69AAS variant seen in Ground Zeroes, as the heatshield is missing when customizing the weapon.
Mare's Leg lever-action rifle
Skull Face continues to carry his "Mare's Leg" lever-action rifle from Ground Zeroes in The Phantom Pain; it appears to be based on a lever-action Winchester rifle, and is not usable in gameplay.
It is however, shortly usable in an interactive cutscene with Skull Face when he drops the gun, where Snake somehow shoots a grand total of 10 rounds (plus one more reserved for later) before it's emptied without any indication he reloaded, an unlikely capacity for a cut-down rifle this short.
"SVG-76"
[Gryzov Assault Rifle 76] . Chambered in 5.56mm, the SVG rifle series is a fictionalized substitute for the AK-74, though chambered in 5.56mm instead of 5.45mm (giving it a resemblance to the AK-101 in that regard). The weapon itself is heavily modeled after the Norinco Type 81 with its long, sleek receiver and triangular receiver cover with the balklite magazines and receiver cover ribbing of the AK-74. Its handguard also appears to be modeled after the AEK-series one. The "76" designation suggests that it was adopted by the Soviets in 1976, much like how the AK-74 was adopted in 1974; the fact that the AK-47-like version is called SVG-67 suggests it took the Soviets a remarkably long time to issue an assault rifle in the game's universe, despite an AK-47 type rifle appearing in MGS3 in 1964 - outside of the context of the game, this was likely done to preserve the reversed-number relationship of the actual AKs they stand in for (i.e. AK-47/AK-74). Strangely, as the player progresses in the game, Soviet soldiers instead switch to carrying the SVG-67 rifle and the 76 becomes far rarer.
The name appears to have been derived from that of the SVT-40 (SVT = "Samozaryadnaya Vintovka Tokareva," "self-loading rifle of Tokarev"), substituting the fictional designer Gryzov for Tokarev. This is a little odd since it is a designation that would normally be used to describe a semi-automatic rifle, lacking the "avtomat" ("automatic device") label used by the real-life AK series. Though it is possible to imagine reasons for this, no reason for it is given by the game. In earlier versions of the game, the Development menu incorrectly referred to the rifle as "Gryzov Assault Rifle 77". The mistake has since been patched.
"SVG-76U"
A shortened carbine version of the SVG-76 is available. Called the "SVG-76U", it takes the role of the AKS-74U featured in Metal Gear Solid 2, but features a longer gas block and folding stock from the AMD-65.
"SVG-67U"
A shortened carbine version of the SVG-67 is available as the "SVG-76U". Its name and appearance are based on the AKMSU, but features a longer gas block and folding stock from the AMD-65. Like the SVG-76U standing in for MGS2's AKS-74U, the SVG-67U stands in for the AMD-65 featured in MGS3 and Peace Walker.
"UN-ARC"
[UN Automatic Rifle for Combat] . The apparent ubiquitous battle rifle of the game, its design is influenced mainly by the FN FAL (stock and grip, apparent in the non-lethal version shown in one of 2015 gameplay demos), SIG SG 542 (charging handle on ejection port), and G3-esque diopter sights and magazine well. All three battle rifles were used in African wars during the 1980's. XOF (Skull Face's men) are seen with a UN-ARC(s) with stocks similiar to the SIG SG 550. It also has a nonlethal variant which fires rubber bullets, designated with a blue barrel, a carbine version with a folding stock similar to the FAL paratrooper, and a light machine gun version. The overall rifle also has passing resemblance with the Daewoo XB7, one of the prototype Daewoo K2 models.
"G44"
An advanced bullpup rifle with an in-built scope, based on various bullpup rifles from the 80s. It supplants the G11 and Steyr AUG featured in Metal Gear Solid: Peace Walker, and the FAMAS featured in Metal Gear Solid. In-game, the G44 is an advanced rifle used only by the Parasite Unit, who can summon the weapon in a manner that is never really explained and fire it one-handed.
Visually, the G44 consists of the trigger-unit and pistol grip of the Heckler & Koch G11, the carry handle similar to the FAMAS, and the stock and magazine layout of the Steyr AUG.
Sniper Rifles
"AM MRS-71/73"
A designated marksman variant of the fictional MRS rifle series, this weapon substitutes the Heckler & Koch PSG-1 from MGS1 & 2 and is modeled heavily on the Heckler & Koch MSG90 with the heavy barrel from the former. The MRS-71 is a 7.62mm variant, while the higher-level MRS-73 is a 5.56mm variant; curiously the benefit of this version is better shot groupings. For some reason the tranquiliser version, MRS-73 NL, uses a magazine labelled as .308.
"Bambetov SV"
A fictional Russian semiautomatic rifle based on the PSL Sniper Rifle with some design elements taken from the SIG SG 550 SR. The weapon's caliber is treated oddly; it is described as a 7.62mm in the options, but its 8-round magazine is listed as .308 in the customize menu; this name is used for sniper rifles (the same is used for the MRS-71's 20-rounder) while the battle rifle magazines (which can also be used by sniper rifles) are listed as 7.62mm. The ".308" caliber has a huge boost in penetration but much lower overall ammunition capacity.
"Brennan LRS-46"
A fictional bolt-action .50 caliber sniper modeled after the Accuracy International AW50, but with a much bulkier handguard.
The Sniper Quiet use a more powerful customized variant called the "Sinful Butterfly".
"Serval AMR-7"
A branch off the "Brennan LRS-46" development line is a semi-automatic version called the "Serval AMR-7," which appears to be principally based on the Gepard GM6 Lynx (which it is rather transparently named after, servals being a medium-sized wild cat species) and Mechem NTW-20.
"Broughton M-2000D"
A bolt action rifle chambered in 7.62mm, that has elements from "early Cold-War Sniper Rifles" like Winchester Model 70 and Remington Model 700 - featured in Ground Zeroes. In The Phantom Pain, it can be equipped with a more modern chassis, resembling that of the PGM sniper rifle series.
"Renov-ICKX SR"
A bolt-action rifle chambered in 7.62mm, this rifle appears to be based on a Czechoslovakian vz. 54 Sniper Rifle, which itself is a variation of the Mosin-Nagant Rifle, although the Renov's action is more Mauser than Mosin. Like the Broughton M2000-D, it can be placed in a more modern chassis, which some gun owners do to their Mosin-Nagants in real life; the chassis resembles that of the Blaser R93 Sniper Rifle.
The beautiful silent sniper Quiet uses a unique "Renov-ICKX" as her weapon of choice with customizations not available to the player, which include a unique chassis, a stainless steel barrel and receiver, a custom match trigger, a different scope and mount system, slam pads on the magazines, and is fitted with a unique "Broughton" scope. She has two variants of the rifle: a lethal variant known as the "Wicked Butterfly" and a non-lethal variant known as the "Guilty Butterfly." Her non-lethal version is significantly more powerful than the one available to the player, being able to knock off soldiers' helmets, which none of the normal tranquillizer rifles are capable of doing. Her rifles also have a green laser sight visible only to the player that indicates who she is targeting, after she is recruited, replacing a red one used during her boss battle.
The same version, fitted with a more sophisticated scope, is also used by the Skull snipers encountered in mission 28.
Machine Guns
"UN AAM"
The UN AAM [UN Modular Automatic Weapon] is a fictional LMG chambered in 5.56mm based off of the FN Minimi and FN MAG. It replaces the Stoner 63 from Snake Eater and Peace Walker. Its never explained why the weapon is designated AAM instead of MAW, which would be more logical for Modular Automatic Weapon. But it might be related to the fact that the name is in French like the real life counterpart MAG so "AAM" would mean "Arme Automatique Modulaire".
"ALM 48"
[Aberdeen Lighter Machine Gun Type 48]. A possible reference to the Aberdeen Proving Ground facility. A GPMG chambered in 7.62mm. Obviously modeled off of the M60 Machine Gun from Peace Walker, but with minor differences such as a boxier stock.
"LPG-61"
The LPG-61 [Gryzov Light Machine Gun-61] , is a fictional Russian GPMG heavily based off the PKM Machine Gun, a weapon previously used in Peace Walker, is often carried by Soviet troops in Afghanistan. The LPG-61 fires 7.62mm ammunition from a 150-round belt. Why it is referred to as LPG, and not PG as is standard Soviet naming conventions is never explained by the game.
"PG-76"
The "PG-76" is the SVG rifle series' equivalent of the RPK-74, though it is not named RPG-76, likely in order to avoid confusion with the RPG-7 rocket launcher.
"PG-67"
The "PG-67" is the SVG rifle series' equivalent of the RPK featured in Peace Walker.
"AM MRS-4LS"
The "MRS-4LS" is the AM rifle series' equivalent of the Diemaco/Colt Canada C7/C7A1 LSW with the addition of a RPK-style stock.
"UN-ARC-HB"
The light-support variant of the UN-ARC, which is based on the heavy-barrel FAL variants sometimes used as light support weapons.
"G44MG"
An LSW version of the G44. The way the extended barrel protrudes from the shroud makes it more reminiscent of the G11's magazine and fits the role of bullpup IARs such as the Steyr AUG HBAR, though the vented handguard of the top-level model makes it loosely resemble the L86 LSW of the SA80 series.
Launchers
"DGL103"
A break-action, single-shot 40mm grenade launcher based on the HK79 with a stand-alone stock based on the KAC Stand-alone M203. The two main research chains are for an underbarrel version with high-level versions able to fire different ammo types (as in Peace Walker, there is no switching of types, each instead being counted as a different type of gun) or a long-barrel standalone-only variant which can later be modified to fire RPGs (!), though in practical terms this just extends grenade range with no new effect for firing them.
GP-25
The "Fakel-46" grenade launcher is more or less exactly the same as a GP-25 grenade launcher. One chain of research results in an underbarrel version and various new round types, while the other for the "Fakel G-33" results in progressively sillier multi-barrel models. While there is a real-life multi-barreled GP-styled launcher called the Avalanche MSGL manufactured by Arsenal AD, this is a revolver-style grenade launcher with a spring-operated rotary cylinder, resembling an RG-6 grenade launcher with no barrel.
"Isando RGL-220"
A fictional 6-shot 40mm grenade launcher heavily based on the Russian RG-6 grenade launcher with design elements from the MGL-140 grenade launcher.
"Hail MGR-4"
A fictional magazine-fed grenade launcher with a conventional layout. At level 4, the magazine capacity is increased to ten rounds and a 20-round drum magazine becomes available at level 6. It comes with a computerised rangefinding scope (which appears to actually be an AN/PVS-10 sniper night optic with two extra battery covers added). It is probably based on the non-bullpup GL module of early XM29 OICW variants (a forerunner to the Heckler & Koch XM25 featured in Metal Gear Solid 4), with aspects of the prototype carbine version of the Howa Type 89 used in the Japan Ground Self-Defense Force's Advanced Combat Infantry Equipment System, especially the stock. The barrel and handguard seems to be based on that of the Heckler & Koch CAWS seen in Peace Walker.
The highest-level version can mount underbarrel accessories, but only a foregrip; it is conceivable that a version which could be built as an over / under combination weapon was planned, though the later-added level 8 version can still only use a foregrip.
"CGM 25"
A fictional launcher resembling a cross between the M47 Dragon and FGM-148 Javelin, the CGM (Cluster Guided Missile) launcher is a very videogamey disposable multi-lock rocket launcher. Functioning as a sophisticated "cluster" missile launcher, it launches a single missile that splits into up to eight separate projectiles, vastly increasing its damage potential.
"FB R-Launcher"
Returning from Metal Gear Solid: Ground Zeroes, the [Falkenberg Multi-Role Rocket Launcher] is a breech-loading 84mm recoilless rifle. In overall design and appearance it most resembles the Carl Gustav M3, but many of the individual details have been remixed and smashed together from other first-world bazookas, both contemporary and futuristic. It carries on the Peace Walker Gustav's legacy with special-purpose rounds that only the Falkenberg can develop.
"Grom-11"
Standing in for the RPG-7, this fictional Soviet rocket launcher visually takes after the Panzerschreck RPzB 54 and Panzerfaust 3. Compared to the first-world dumbfire launcher, the Grom-11 is always faster to reload, cheaper to field and easier to develop. It also keeps pace in damage and has a deeper ammo reserve until the western ☆5 finally puts it in second place. Grom means "thunder" in Russian and other Slavic languages.
"Honey Bee" / "Killer Bee"
During the mission "Where do the Bees Sleep?" the player character is tasked with retrieving a prototype MANPADS called "Honey Bee" which is a hybrid of the FIM-43 Redeye and the M134 training set for the FIM-92 Stinger. The weapon's name, as well as being an obvious reference to US Stingers being sent to Afghanistan, comes from it using a dual IR / UV seeker designed to throw off countermeasures, which is a feature of the FIM-92B, and refers to the ability of bees to see ultraviolet light. Mother Base can later develop their own version, the "Killer Bee," though this requires a member of staff with the Missile Guidance Specialist skill.
Mounted Guns
Shipunov 2A42
A Shipunov 2A42 is mounted on the same fictional transport-configured Mi-28, now referred to as "HP-48 Krokodil," which returns from Metal Gear Solid: Ground Zeroes. Soviet "Zhuk BR-3" APCs also mount them in a BMP-2/BTR-90 style turret.
Rheinmetall MK 20 Rh 202
The "Stout" IFVs mount the Rheinmetall Rh 202 in a Bundeswehr Marder-style turret.
M134 Minigun
A pair of M134 Miniguns with flash suppressors are mounted on rather overcomplicated articulated arms on the sides of the fuselage of the UTH-66 Blackfoot, callsign "Pequod" (Big Boss's transport helicopter and not particularly subtle Moby Dick reference), the apparent purpose of which is to allow them to double as both door guns and forward-firing fixed armament that allows "Pequod" to be called in as an ersatz gunship. A minigun can also be developed as a primary weapon for the "D-Walker" mech that Big Boss acquires partway through the story. Ammunition is stored in a large green drum similar to its configuration in Peace Walker.
M61 Vulcan
Returning from Ground Zeroes, M61 Vulcans in M167 VADS installations can be found in the Africa map; the game dubs these "M276 AA Gatling Gun."
"VOL-GA K12"
A stationary HMG mounted on a tripod and on Russian tanks. Its appearance is similar to that of the DShKM.
"HMG-3 Wingate"
The "HMG-3 Wingate" is a stationary HMG mounted on a tripod and on US-supplied tanks and heavy LAVs. Its appearance is similar to that of the Browning M2.
ZU-23
The Afghanistan map features Soviet AA guns called "Zhizdra-45s" based on the ZU-23.
Other
M18A1 Claymore
The M18A1 Claymore can be developed; as ever in Metal Gear Solid it is incorrectly shown as proximity detonated. Some side ops are dedicated to disarming them, and later in the game minefields will start to appear on the approaches to enemy strongholds. A Deployment mission can be done to temporarily prevent them from spawning. As usual they show up bright if thermal goggles are used; as well as this, D-Dog will automatically identify mines if they are present, as will the Intelligence Department if their level is high enough.
Like in Peace Walker enemy Claymores are not disarmed and retrieved by crawling over them; instead, they must be approached from the rear, whereupon an action prompt will appear to pick them up. Presumably this has been retained because it is more realistic, since it is now possible to move while prone and so crawling over them to pick them up as in previous Metal Gear games would be an option.
The December 2015 update added a level 9 weapon using the Claymore model called the E-RB WH. Gen. This "wormhole generator" can be placed anywhere by the player and functions as a portable fast travel point when activated.
M67 Hand Grenade
M67 Hand Grenades can built at Motherbase.
M18 Smoke Grenade
M18 Smoke Grenades can be developed to be used by the player character; upgrades increase the duration of smoke and the number that can be carried. They are also present on NPC soldiers and two are shown on the chest rig of the Battle Dress suit.