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Difference between revisions of "Half-Life: Alyx"
Pyr0m4n14c (talk | contribs) (→Shotgun: Right, that's the basic stuff for that; there are a few more basic caps of the LDA to get, and then I'll delve into all the upgrades.) |
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Like the LDA, the Shotgun features an alternate pre-order bonus skin, in this case a cleaner satin-nickel finish with a textured black pistol grip; also like the LDA, it features 4 optional upgrades - a laser sight (which blocks the irons, and projects a circle that shows the size of the weapon's spread), a "Double Shot" upgrade that gives it a SPAS-12's heat shield and a set of indicator lights, somehow allowing the weapon to fire two shots in rapid succession (in a manner reminiscent of the "fire both barrels" option from the prior games' actual SPAS-12s, though the two rounds are fired neither simultaneously nor in a quick burst - the mechanical delay between the first and second shots is simply cut down to almost nothing), an "Autoloader" that holds 6 extra shells on the side of the weapon, and automatically loads them into the magazine tube whenever it is opened, and a grenade launcher that fires entire hand grenades (somehow converting them from timer-based to impact-based detonation; oddly, though the manner in which they are fired suggests that this is supposed to work like a bullet-trap rifle grenade launcher, firing grenades neither consumes nor requires shotgun shells). | Like the LDA, the Shotgun features an alternate pre-order bonus skin, in this case a cleaner satin-nickel finish with a textured black pistol grip; also like the LDA, it features 4 optional upgrades - a laser sight (which blocks the irons, and projects a circle that shows the size of the weapon's spread), a "Double Shot" upgrade that gives it a SPAS-12's heat shield and a set of indicator lights, somehow allowing the weapon to fire two shots in rapid succession (in a manner reminiscent of the "fire both barrels" option from the prior games' actual SPAS-12s, though the two rounds are fired neither simultaneously nor in a quick burst - the mechanical delay between the first and second shots is simply cut down to almost nothing), an "Autoloader" that holds 6 extra shells on the side of the weapon, and automatically loads them into the magazine tube whenever it is opened, and a grenade launcher that fires entire hand grenades (somehow converting them from timer-based to impact-based detonation; oddly, though the manner in which they are fired suggests that this is supposed to work like a bullet-trap rifle grenade launcher, firing grenades neither consumes nor requires shotgun shells). | ||
− | [[File:HLA SG | + | [[File:HLA SG Acquisition.jpg|thumb|none|600px|The Ratel/Shotgun as it is initially acquired - straight from the cold, dead, long-fingered hands of a zombified Combine worker that the sewers' resident Vortiguant had hung from the ceiling by his ankle to use as headcrab bait. Unlike the boxes of shotgun shells said worker was carrying, the shotgun itself can't be grabbed with Alyx's Gravity Gloves (or "Russels", if you prefer), so she has to lower the corpse to grab it by hand.]] |
+ | [[File:HLA SG Right.jpg|thumb|none|600px|Upon doing so, Alyx will grab the weapon by its receiver with whatever hand she reaches out first; this is unique, since following this...]] | ||
+ | [[File:HLA SG Left.jpg|thumb|none|600px|...the weapon can only be held by the pistol grip, and only with the player's selected "weapon" hand. Note the red area near the muzzle; the charging handle has a red LED on it, which lights up whenever the chamber is empty.]] | ||
+ | [[File:HLA SG Pressing.jpg|thumb|none|600px|Opening up the shotgun for reloading occurs in two stages: first, Alyx uses her thumb to push the tab-like lever behind the trigger down, causing the AK-safety-esque diagonal component above the trigger to tilt.]] | ||
+ | [[File:HLA SG Opening.jpg|thumb|none|600px|Next, a folding armature inside the lower receiver unfolds as the barrel slides forward and the entire upper receiver tips down at the front.]] | ||
[[File:HLA SG Shells.jpg|thumb|none|600px|Pausing for a moment to take a look a pair of shells; according to the markings, these are 70mm (2 3/4") 9-pellet 00 buck shells, made by the fictional "Salvotech" company (a brand which is also featured on ''[[Half-Life 2]]'''s shotgun shell boxes). They're more or less just ordinary 12-gauge shells, barring the addition of a glowing blue ring just above the brass (presumably to make locating them easier).]] | [[File:HLA SG Shells.jpg|thumb|none|600px|Pausing for a moment to take a look a pair of shells; according to the markings, these are 70mm (2 3/4") 9-pellet 00 buck shells, made by the fictional "Salvotech" company (a brand which is also featured on ''[[Half-Life 2]]'''s shotgun shell boxes). They're more or less just ordinary 12-gauge shells, barring the addition of a glowing blue ring just above the brass (presumably to make locating them easier).]] | ||
− | [[File:HLA SG Loading.jpg|thumb|none|600px|Remembering that this is a time-pressured scene, and shoving the shells into the magazine tube; they can be loaded in 1 or 2 at a time, depending on how many are needed and/or available.]] | + | [[File:HLA SG Loading.jpg|thumb|none|600px|Remembering that this is (ostensibly) a time-pressured scene, and shoving the shells into the magazine tube; they can be loaded in 1 or 2 at a time, depending on how many are needed and/or available. Here, the hinged armature in the receiver presumably responsible for forcing/holding the shotgun open is clearly visible.]] |
+ | [[File:HLA SG Closing.jpg|thumb|none|600px|Grabbing the shotgun by the magazine tube and forcing it shut; as the text prompt shows, this can also be achieved by simply swinging your hand upwards, but that doesn't make for a good screencap.]] | ||
[[File:HLA SG Charging.jpg|thumb|none|600px|Racking the forward-mounted folding charging handle, and chambering a shell; note what appears to be a Combine ownership mark/serial number on the... slide? Dustcover? Bolt carrier? Not really sure what the precedent is here...]] | [[File:HLA SG Charging.jpg|thumb|none|600px|Racking the forward-mounted folding charging handle, and chambering a shell; note what appears to be a Combine ownership mark/serial number on the... slide? Dustcover? Bolt carrier? Not really sure what the precedent is here...]] | ||
+ | [[File:HLA SG Aiming.jpg|thumb|none|600px|Right around when Alyx figures out how to load the shotgun, several zombies bust through the walls. Better hope you've figured out the irons by that point, too.]] | ||
+ | [[File:HLA SG Firing.jpg|thumb|none|600px|Truth be told, it's not strictly necessary - the zombies are close enough for point-shooting to work just fine, and the shotgun isn't effective much further than that anyway.]] | ||
[[File:HLA SG Box.jpg|thumb|none|600px|Ammo pickups for the shotgun come in one of two forms: loose shells, or plastic boxes like this one. These have space for a dozen shells (and no markings), but never contain anything close to that. Still, they're always a welcome sight - even before they can be used, since the first one available (shown here) is obtained before the shotgun itself is.]] | [[File:HLA SG Box.jpg|thumb|none|600px|Ammo pickups for the shotgun come in one of two forms: loose shells, or plastic boxes like this one. These have space for a dozen shells (and no markings), but never contain anything close to that. Still, they're always a welcome sight - even before they can be used, since the first one available (shown here) is obtained before the shotgun itself is.]] | ||
[[File:HLA HSG Muzzle.jpg|thumb|none|600px|Taking advantage of the uncharacteristic friendliness of a Combine Charger, and getting in for a closer look at his shotgun.]] | [[File:HLA HSG Muzzle.jpg|thumb|none|600px|Taking advantage of the uncharacteristic friendliness of a Combine Charger, and getting in for a closer look at his shotgun.]] |
Revision as of 15:00, 2 June 2021
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Half-Life: Alyx for current discussions. Content is subject to change. |
The following weapons appear in the video game Half-Life: Alyx:
Para-Ordnance LDA
A modified Para-Ordnance LDA appears as the first firearm obtainable in the game. By default, it is fitted with a muzzle brake, as well as a set of aftermarket illuminated sights, and grips similar to those of a Kimber Warrior with an electronic ammo counter in the left panel. The LDA has four upgrades (a reflex sight, a conversion from semi-auto to a selectable 3-round burst mode, a "bullet reservoir" that doubles the capacity from 10 rounds to 20 with a strange device that pulls rounds out of the ejection port, and a laser sight); these upgrades ultimately make it resemble (and, lore-wise, presumably making it into) Alyx Vance's pistol from Half-Life 2. One of the bonuses included with a pre-order of Alyx was a set of alternate weapon skins; the LDA's consisted of a blued finish with wooden grips.
Shotgun
The second weapon Alyx can acquire, the game's shotgun is a fictitious design vaguely reminiscent of the Techno Arms MAG-7, with an AK-esque receiver and a Franchi SPAS-12-esque barrel, magazine tube, and set of iron sights. It is semi-automatic, with a capacity of 6+1 12-gauge shells; it is reloaded by breaking open the receiver and loading shells directly into the magazine tube, in a manner possibly inspired by the Cosmi Lusso, albeit with a traditional underbarrel magazine tube instead of one in the stock. It is marked with the logo of the fictitious "RATEL" brand, and features markings implying Combine ownership (which lines up with it being taken from a dead Combine worker); accordingly, Combine Chargers carry a modified version, with a longer barrel and magazine tube, a heat shield, no stock or trigger guard, and a variety of large, bulky modifications to the front end, including what appears to be a drum magazine of some sort.
Like the LDA, the Shotgun features an alternate pre-order bonus skin, in this case a cleaner satin-nickel finish with a textured black pistol grip; also like the LDA, it features 4 optional upgrades - a laser sight (which blocks the irons, and projects a circle that shows the size of the weapon's spread), a "Double Shot" upgrade that gives it a SPAS-12's heat shield and a set of indicator lights, somehow allowing the weapon to fire two shots in rapid succession (in a manner reminiscent of the "fire both barrels" option from the prior games' actual SPAS-12s, though the two rounds are fired neither simultaneously nor in a quick burst - the mechanical delay between the first and second shots is simply cut down to almost nothing), an "Autoloader" that holds 6 extra shells on the side of the weapon, and automatically loads them into the magazine tube whenever it is opened, and a grenade launcher that fires entire hand grenades (somehow converting them from timer-based to impact-based detonation; oddly, though the manner in which they are fired suggests that this is supposed to work like a bullet-trap rifle grenade launcher, firing grenades neither consumes nor requires shotgun shells).
Mark 19 Grenade Launcher
The Strider battle at the end of "Breaking and Entering" is finished via a large Combine-manufactured repeating cannon; this appears to be more or less an oversized Mk 19 Grenade Launcher with some Combine embellishments. Unlike the actual Mark 19, the Combine weapon is manually-operated; running the charging handle cycles the action, and fires a shot whenever said action is closed.