Join our Discord! |
If you have been locked out of your account you can request a password reset here. |
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.) |
Pyr0m4n14c (talk | contribs) (→Para-Ordnance LDA: More to come.) |
||
Line 10: | Line 10: | ||
[[File:HL-Alyx-1911-1.jpg|thumb|none|600px|Alyx loading a double stack magazine into her pistol.]] | [[File:HL-Alyx-1911-1.jpg|thumb|none|600px|Alyx loading a double stack magazine into her pistol.]] | ||
[[File:HL-Alyx-1911-2.jpg|thumb|none|600px|Right side view of the gun after releasing the slide.]] | [[File:HL-Alyx-1911-2.jpg|thumb|none|600px|Right side view of the gun after releasing the slide.]] | ||
+ | [[File:HLA LDA Aiming.jpg|thumb|none|600px|Attempting to leave Russel's yard, Alyx immediately runs into an obstacle, and decides to take aim at it; the notch-and-post illuminated irons are an interesting choice, compared to the quasi-standard 3-dot setup most video game handguns feature.]] | ||
+ | [[File:HLA LDA Firing.jpg|thumb|none|600px|''"Oh. You, uh, took care of that lock, then. Good. Great. <br> <br> ...DID have the key for it. But, should've given you that. That, that's on me."'']] | ||
+ | [[File:HLA LDA Magazine.jpg|thumb|none|600px|Just outside the Quarantine Zone, Alyx looks over one of the LDA's magazines. Despite having a deeper base than standard 14-round LDA mags, these only hold 10 rounds of .45 ACP (all of which are jacketed flat-points); presumably, the extra space houses the electronics for the round counter and lights. Oddly, despite how common these mags are in-game (with numerous Combine personnel carrying them, and several being stashed in various places), nobody but Alyx ever uses them for anything.]] | ||
[[File:HLA LDA Sight.jpg|thumb|none|600px|The LDA's first upgrade consists of a reflex sight (which appears to be some sort of two-part hologram projector); this is mounted on a rather large sheet-metal bracket attached to the frame, which seems to partially block the muzzle brake (which at least lines up with how the Combine tend to build things).]] | [[File:HLA LDA Sight.jpg|thumb|none|600px|The LDA's first upgrade consists of a reflex sight (which appears to be some sort of two-part hologram projector); this is mounted on a rather large sheet-metal bracket attached to the frame, which seems to partially block the muzzle brake (which at least lines up with how the Combine tend to build things).]] | ||
[[File:HLA LDA Reticle.jpg|thumb|none|600px|Looking through the sight at a zombie; aside from giving the player a nice, clear yellow dot to aim with, the reflex sight also highlights enemy weakpoints and other notable targets - in this case, both the headcrab on the zombie's head (the enemy's weakest point) and the explosive gas container next to it are highlighted.]] | [[File:HLA LDA Reticle.jpg|thumb|none|600px|Looking through the sight at a zombie; aside from giving the player a nice, clear yellow dot to aim with, the reflex sight also highlights enemy weakpoints and other notable targets - in this case, both the headcrab on the zombie's head (the enemy's weakest point) and the explosive gas container next to it are highlighted.]] |
Revision as of 21:04, 4 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.