Join our Discord! |
If you have been locked out of your account you can request a password reset here. |
Difference between revisions of "Metal Gear Ac!d"
m |
|||
Line 59: | Line 59: | ||
[[File:MetalGearAc!dTranqM9.jpg|thumb|none|600px|Snake with the tranquilizer gun.]] | [[File:MetalGearAc!dTranqM9.jpg|thumb|none|600px|Snake with the tranquilizer gun.]] | ||
− | = Submachine | + | = Submachine Guns = |
==FN P90== | ==FN P90== |
Revision as of 15:17, 6 January 2023
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Metal Gear Ac!d for current discussions. Content is subject to change. |
|
Metal Gear: Ac!d is a turn-based stealth-strategy card game spin-off in the Metal Gear series for the PSP.
Gameplay consists of turn-based actions initiated via cards, firearm cards can either be instantly used or equipped to use later depending on the type, equipped firearm cards actually use a calibre-system, as weapons will need to be "loaded" (except when used as part of a reaction-counter attack, which destroys the card), via a card of the same calibre: for instance, the AKM/SVD/PSG1/Mosin Nagant use "7.62mm" ammo in-game, so equipping an SVD Card, it can be then "Loaded" with an AKM card to fire it. (And each card also provides a different amount of bullets, loading a Mosin-Nagant with an AKM will have 3 Mosin-shots while loading an AKM with a Mosin will result in only one.)
The game also uses a "COST" System for turns, every card adds a certain amount of COST to a timer on every character, and this timer must reach zero for them to get another turn. (With stronger weapons usually having a higher cost penalty.)
Most of the firearms in Ac!d return from past games, often with an unchanged/slightly altered model but there is a decent selection of new/unique firearms. (some of which would return in later games such as Peace Walker.)
The following weapons appear in the video game Metal Gear Ac!d:
Handguns
Heckler & Koch Mark 23 Phase II Prototype
Snake's starting Handgun, the Socom appears as an Instant-use firearm, firing 4 .45 ACP bullets per use, the Socom is always suppressed and it's .45 ACP bullets are given a permanent knock-down effect, knocking the target down with the first shot that connects. (While other weapons usually require an additional card that gives the effect to them)
The model is recycled from MGS1 as it's part of the early-game "MGS1 Card Pack" instead of the MGS2 Model.
IMI Desert Eagle Mark XIX
The Desert Eagle Mark XIX from MGS1 appears as a rare card, it fires a single inaccurate but highly damaging shot.
Heckler & Koch USP
The HK USP from MGS2 appears as a usuable weapon, Teliko has some in her starting deck, the Laser sight/Tactical Flashlight mounted on the bottom is removed from the basic version in the card, but is always present on the 3D model.
Makarov PM
The Makarov from MGS2 re-appears now as a player-usuable weapon, it uses a generic "9mm" calibre shared with weapons such as the MP5.
Beretta M9
The Beretta M9 from MGS2 (with a simplified model) appears as a usuable tranqulizer weapon, it inaccuractely shares the same kind of 9MM ammo as other 9MM weapons for gameplay purposes, (Which means Makarov bullets can be somehow loaded as non-lethal Tranquilizer darts or Tranquilizer darts can be somehow fired as lethal bullets from a Makarov.) due to the game's mechanics, damage boosting effects means it is actually possibly for the Tranquilizer M9 to damage or even kill targets. (as it merely has a default damage of 0 as opposed to being incapable of dealing damage.) A lethal non-suppressed version appears in the "Chronicles" pack, with an modified MGS2 model standing in for an "M92F", the Pistol from Metal Gear 2 Solid Snake. (With the MG2 Solid Snake Icon appearing as the Card's image)
Submachine Guns
FN P90
The FN P90 submachine gun from MGS2 returns, this time as as a usuable weapon, it attacks in an AOE spread pattern unlike most firearms by default, letting it hit multiple enemies in one attack, it uses 5.7mm bullets shared with the Five-Seven from Ghost Babel, this game (Unlike later in Portable Ops Plus) uses the lower quality "Tengu" model for the P90 instead of the higher quality model used by Solidus in that game.
Rifles
AKS-74U
The AKS-74U is used by most guards and Teliko Friedman starts with it in her deck, it's model is recycled from MGS2.
While always attached with a suppressor, the AKS-74U suffers from a low base-damage, needing damage boosting effects to do decent damage compared to even the starting FAMAS/Socom.
M4A1
The M4A1 Carbine from MGS2 returns, in addition to being used by Snake/Teliko (With Teliko having some in her starting deck), a version with a drum magazine appears mounted on Cameras with machine guns attached.
FAMAS G1
The FAMAS bullpup rifle appears in Snake's deck from the start, like the Socom, it is instant-use and has a special effect that other weapons require an additional card to add to them, in the FAMAS' case, it adds COST per every bullet that hits the target.
The FAMAS' model is recycled from MGS1.
Vektor R5
The Vektor R5 assault rifle appears as the "R-5", the weapon is originally from Ghost Babel, a Gameboy Color title, so in-game it has a new model. (and uses the weapon select icon from Ghost Babel as the card Icon.) It is treated as suppressed despite visually lacking a suppressor.
Degtyarov PTRS-41
The PTRS-41 rifle appears, it is the weapon of choice of the Mercenary Leader Leone and is usuable by Snake and Teliko.
Grenades
M67 hand grenade
The high quality M67 hand grenade model from the VR missions menu for MGS1 appears as the Grenade. It normally has a timer of 8 COST but can be detonated instantly via gunfire and Leone throws (presumably short-fused) M67 Grenades that explode with a timer of 5 COST.
The Blast Radius of the M67 (And most grenades with an AOE effect such as the Stun Grenade) is a 3X3 radius around the grenade.
Fictional Soviet Grenade
The same fictional grenade design with a slender cylindrical body and an RGD-5 style UZRGM fuze assembly used in MGS3 reappears as the "Stun Grenade", despite being an MGS1 pack card, the in-game stun grenade uses an MGS3 model. (Likely to make it more visually distinct than the other grenades since the grenade isn't super effective with guards only remaining knocked out for a small amount of time and the MGS3 pack is a late-game pack.)
It has a timer of 5 COST but can be detonated instantly by shooting it.