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Max Payne 3

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Max Payne 3
Mp3cover1.jpg
Offical Boxart
Release Date: 2012
Developer: Rockstar Studios
Publisher: Rockstar Games
Series: Max Payne
Platforms: Xbox 360
PlayStation 3
PC
Genre: Third-Person Shooter


Max Payne 3 is the third game in the Max Payne third-person shooter franchise, developed by Rockstar Games and published by Take-Two interactive. Abandoning the film noir detective plotlines of previous games, it instead takes the story nine years after the events of Max Payne 2, with Max having quit the NYPD to become a private security guard for the rich and influential Branco family in São Paulo, Brazil. Following a series of raids by mysterious armed thugs, Max finds himself on a rescue mission, but as ever things are more complicated than they seem.


The following weapons appear in the video game Max Payne 3:


Overview

Max Payne 3 dispenses with the mostly-limitless inventory of the prior games, instead allowing Max to carry two one-handed weapons and one two-handed weapon, which he will hold in his left hand if using a one-handed weapon. If he is not carrying a two-handed weapon he is able to dual-wield any combination of one-handed weapons he is carrying; if a two-handed firearm is currently in the inventory, Max will have to drop it in order to dual-wield. Weapon reload animations are altered depending on Max's current loadout and whether or not he is in cover; awkward positioning results in longer reload times. Ammunition is for the most part divided by weapon class; for example, ammunition for the 5.56mm G36V also works in the 7.62mm FAL. This is also in contrast to the previous games, where weapons rarely shared ammunition with one another.

As with previous installments, the game's gunplay is heavily influenced by Hong Kong action movies, with the same slow motion "bullet time" and "shootdodge" abilities, though Max will now collide heavily with objects and surfaces if he shootdodges into them rather than just brushing against them until the animation completes. While the game discards the "in the zone" mechanic of Max Payne 2 which allowed for showy slow-motion reloads, it retains the "bullet cam" showing the last enemy in a room's death, now rendered in far more grisly detail due to a new damage modelling system which shows both entry and exit wounds. As with previous games in the series, each bullet is treated as a physical projectile with defined speed rather than using hitscans.

Throughout the game, secret "gold" weapon parts can be found, each gold weapon requiring three parts. Typically the gold weapons have larger magazines, and sometimes are altered cosmetically to reflect this; occasionally a modelling glitch results in a weapon being displayed temporarily in a cutscene with the physical alterations (like Max tucking a standard PT92 into his shoulder holster and finding that it now has an extended magazine), while golden weapons do not appear as such in cutscenes but occasionally have the altered magazines, this time without the gold finish. Weapons can sometimes be found with modifications such as red dot scopes or flashlights, though in singleplayer the player has no influence over what upgrades they will have or when they will appear.

Handguns

Colt M1911A1

The Colt M1911A1 (simply referred to as the "1911") is a fairly common handgun throughout the game, appearing first in the New Jersey flashback levels, where it is widely used by mobsters. It is also apparently the standard sidearm of the UFE. It is incorrectly depicted as double-action only. The M1911 offers higher damage than many of the game's other pistols, but only holds 8 rounds per magazine (unless you find all the gold parts, which increases the magazine capacity to 12). Interestingly, at the beginning of Chapter 12, Max is seen pulling out an M1911A1 and attaching a makeshift suppressor, but as soon as the cutscene ends, the M1911A1 is replaced with the Taurus PT92 below. Its presence in the Brazil chapters may represent various IMBEL or Taurus-made M1911 variants.

Colt M1911A1 - .45 ACP
Max skulks around Hoboken with his M1911; note the uncocked hammer.
He then proceeds interrogate another M1911 dropped by a dead goon.
A pair of M1911s in the weapon menu.
Gold tone replica of an M1911A1 - (fake) .45 ACP
Having collected all the parts, Max takes his single Golden M1911 for a stroll through the UFE station. Also, the magazine is now slightly extended.
Back in the past, Max ducks behind a car to show everyone at home his pair of pimp guns.

Glock 17/18C

Third-generation full-auto Glock 17s are available in several levels as the "Auto 9mm", with one being the starting handgun in Chapter 11. It can be identified as a Gen 3 model by the finger grooves in the grip and accessory rail groove. The actual notch is oddly modeled, as it only appears visible when looking from below the gun. The Auto 9mm comes with Glock 18C-style compensator ports on the top, which are of a different pattern from the 17C. It is not an 18C however, as there is no fire-selector switch on the slide. Despite being modelled with the standard 17-round magazine, the Glock has a magazine capacity of 33 rounds; when upgraded, it will have a capacity of 42 rounds. The Glock 17 has the same damage of that as the PT92 but offers a faster rate of fire and increased magazine capacity. Depending on the player's progress, the model of the gun will have an extended magazine if all golden gun parts are found. The weapon comes with a native customization allowing the user to switch from fully automatic to semi-automatic firing modes despite physically lacking a selector switch.

Glock 17 (3rd Generation) - 9x19mm Parabellum
Glock 18C (3rd Generation) - 9x19mm Parabellum
Max clears the Branco offices with his Glock 17.
While doing so from another angle, he shows off the 18C compensator ports, as well as the lack of fire selector.
Max waves his golden Glock at the camera. Yes, even the frame is golden. This angle also shows the underbarrel rail.
Max menaces a Glock with his golden Uzi, asking it why the rail cut keeps vanishing...
...before taking a break and looking at it in the in-game weapon wheel.
While on a boat in the middle of a hijacking, Max does some room clearing with the pimp Glock.

IMI/Magnum Research Desert Eagle

The Desert Eagle makes a return in Max Payne 3 as the "DE .50". The Desert Eagle shown in the game is a hybrid, with a Mark VII barrel with a lack of scope mounts but a Mark XIX's taller slide serrations. Despite being in almost every promotional screenshot and concept art, the pistol only appears a handful of times with extremely limited ammunition. Unusually for the game, it has its own unique ammunition supply rather than using the general reserve for pistols. When upgraded to Golden status, the Desert Eagle holds 10 rounds, but its magazine model is not extended.

Desert Eagle Mark VII with nickel finish - .44 Magnum
Desert Eagle Mark XIX with brushed chrome finish - .50 AE
Max takes his Desert Eagle for a lovely tour of a museum built in the Panama Canal.
Before questioning it with his Golden FAL about why it mixes so many of its parts.
The "DE .50" in the in-game weapon wheel.
Gold-plated Magnum Research Desert Eagle Mark VII - .44 Magnum
Of all the weapons to have a gold version, this one makes the most sense. The magazine's length stays the same despite holding 3 more rounds than its standard non-Golden version.

Smith & Wesson Model 20

The Smith & Wesson Model 20 is a common low-level handgun throughout the game, first seen in Chapter 2 in the hands of thugs on the dance floor and is Passos' weapon of choice during the first half of the first New Jersey flashback. Called the ".38 Revolver", it offers higher stopping power than the PT92 but only holds 6 rounds at a time. Instead of using speedloaders to reload the Model 20 as with the majority of video game revolvers, Max instead reloads it round-by-round after selectively ejecting spent casings during the reload animation. When dual-wielding firearms with at least one of them being a Model 20, the revolver's reload animation is significantly sped up with Max reloading only some of its chambers (regardless of how many rounds were fired) before finishing. Interestingly, the Model 20's cylinder does not rotate during "killcam" moments.

Smith & Wesson Model 20 - .38/44
Max uses a borrowed Model 20 on the dance floor, showing off the gun's larger size that helps ID it as the Model 20.
If that wasn't enough, it even comes in a gold flavor complete with golden grips.
Max aims at a Model 20 dropped on the floor, asking it what it knows.
The .38 Revolver in the in-game weapon wheel. Yes, all the screencaps are in Polish; don't question it.
Max chases after some gang members with his golden Model 20.

Taurus Model 608

The Taurus Model 608 is a relatively uncommon revolver, but found more commonly than the Desert Eagle. It is referred to as the "608 Bull" in-game; this could be due to the game confusing it with the Raging Bull (something which its 8-round cylinder confirms it is not), or simply a reference to "Taurus" being Latin for "bull". Like with the S&W Model 20, the Taurus' cylinder is reloaded one round at a time, but it also (incorrectly) ejects spent pistol cartridge casings during its reload animation. Unlike said Model 20 however, when the "killcam" focuses on the 608, its cylinder can be seen rotating.

Taurus Model 608 with 6.5" barrel and a matte finish - .357 Magnum
Max does some sneaky business with a very much not sneaky Taurus 608.
Past Max flexes his treasure hunting muscles with a Golden 608.
Glowering at garbage, not including a dropped Taurus.
The 608 in the weapon wheel.
Max ducks for cover with his shiny revolver.
An AUF militiaman drops his revolver during a killshot cam, giving a nice view of the front.

Taurus PT92AF

Standing in for Max's signature Beretta 92FS sidearm is its Brazilian cousin, the Taurus PT92AF, where it appears under the correct moniker of "PT92". The PT92 shown in the game is a modern production version with large cocking serrations and no accessory rail. It is widely used by most of the enemy factions Max encounters throughout Brazil. The weapon can be found with a flashlight, although it's tacked onto the frame due to said lack of a rail. The light - similarly to its abilities in Battlefield 3 - can blind enemies when aimed at them. The PT92 is one of the more common pistols in the game, second to the Glock 17 for highest handgun magazine capacity and can be seen in several variations through the singleplayer campaign, such as with wooden grips in Chapter 12. When infiltrating the derelict hotel, Max fits his PT92 with an improvised suppressor made from duct tape and a water bottle. In-game, this makeshift suppressor degrades with each shot fired (rather than after a single gunshot) and eventually the bottle will fall off the muzzle, but the tape on it remains. For whatever reason, this particular Taurus holds 16 rounds, whereas every other one in the game holds an appropriate 15.

Taurus PT92AF - 9x19mm Parabellum
Max takes his 92FS' Brazilian cousin for a spin at the Branco HQ.
Sneaking around, Max flashes off his shiny golden Taurus.
Having remembered he's trying to be stealthy, he switches back to his suppressed Taurus, fitted with a weaponlight.
Going for the best of both worlds, there is also a golden suppressed version.
Before ending with the improvised suppressed version. This model also has wooden grips.
It, too, comes in gold, though the bottle sadly doesn't.
Max glances down at a discarded PT92 and gets an idea.
The pair of PT92s in the in-game weapon wheel.
Max takes a pair of golden PT92s while chasing after Rodrigo Branco's kidnappers.
Out on the Tietê River on a rescue mission, Max brings his glittery stealth Taurus.
Max holds an empty Taurus while watching UFE thugs. Due to certain cutscenes being rendered in real time, Max will be depicted with whichever secondary he was last using and if it was empty or not. This leads to some funny encounters like...
...Max threatening a corrupt doctor with an empty weapon. Note the left over tape from the improvised suppressor.

Submachine Guns

Heckler & Koch MP5/40

The Heckler & Koch MP5/40 appears as the "MPK" in-game. The weapon has the shape of an MP5/40 with the straight mags, but the paddle magazine release is on the front of the magazine well (interestingly, the HUD icon correctly shows the paddle release behind the mag well). By default, the MP5 has an incorrectly low capacity of 20 rounds, but the gold version has the proper 30.

Heckler & Koch MP5/40 - .40 S&W
Max takes a purloined MP5 for a spin at the abandoned hotel; just barely visible is the magazine release in front of the mag, a design choice that would be very flawed in reality since holding the handguard could lead to accidental mag release. The gun also lacks all its fire selector markings.
Back in the past, Max takes his golden MP5 on a trip around NJ's criminal underbelly.
Over in Panama, Max checks out a MP5 with an Aimpoint CompM2 red dot sight; attachments like this appear randomly with enemies, with certain stat benefits like increased accuracy and the ability to fire in first-person in the case of the sight.
To round the group off, the gold plated MP5 complete with a gold CompM2 red dot sight.
Max menaces a dropped MP5 with his Uzi.
The MP5 in the in-game menu; note the 20 round capacity, which is inaccurate. The gold version is the only one to get the capacity correct.
Having been shot in the shoulder and menaced by angry paramilitaries, Max takes his MP5 for a very angry spin.
Max interrogates a scoped MP5 with his gold Taurus.

IMI Mini/Micro Uzi Hybrid

A strange IMI Uzi hybrid is available throughout the game as the "Micro 9mm", starting from the second chapter. It appears to be a Mini Uzi with the folding stock removed and the whole thing shrunk down to Micro Uzi size. When upgraded to Golden status, the Uzi hybrid's magazines are slightly increased in length and now hold 45 rounds in-game.

IMI Mini Uzi - 9x19mm Parabellum
IMI Micro Uzi - 9x19mm Parabellum
Max takes his adorably tiny Mini Uzi for a trip to the club. Its depiction as closed-bolt would be wrong for a Mini Uzi, but correct for a Micro.
And yes, it does come in a gaudy gold version as seen here.
Max ignores his own monologue to look at an Uzi and some spilled martinis.
The Uzi in the weapon wheel.
Having decided to forsake all stealthy armament, Max opts for the most conspicuous gun possible.

Ingram MAC-10

The Ingram MAC-10 makes a return, appearing in this title as the "M10". It holds 30 rounds in its magazine, suggesting it is the .45 ACP version (though it feeds from an ammo pool seperate from the M1911A1). The MAC-10 also incorrectly fires from a closed bolt. Upon collecting all parts for it, the Golden MAC-10 will be fed by extended 45-round magazines. This weapon is mainly found in the hands of mob hitmen during the New Jersey flashbacks. In Brazil, its only appearance is during the bus ride sequence in Chapter 10, in which Max wields one with infinite ammunition.

MAC-10 - 9x19mm Parabellum
Having angered every mob goon in New Jersey, Max grabs a stolen MAC to make his escape.
Later on, he finds the shiny gold version.
Max aims down at a MAC-10 with his shiny M1911s, wondering why it's phasing into the wall.
Max checks the weapon wheel while dodging DeMarco snipers...
...before turning it off to show his combo of a golden MAC-10 and 1911. This feature applies to all one handed weapons, including revolvers and sawn off shotguns.
A DeMarco hitman fires his MAC-10 in a cutscene.

Taurus M972

The Taurus M972 is featured as the "M972". The in-game weapon has been shortened and the folding stock and foregrip removed to facilitate storage in Max's shoulder holsters. It's found relatively uncommon throughout the game, first in the favela levels.

Taurus M972 - 9x19mm Parabellum
Max walks through the favela with his shortie M972.
Not to be outdone, past Max wields its gold plated cousin.
Max looks down on a dropped M972 while holding his newly found G36.
The M972 in the in-game weapon wheel.
Max ducks for cover, revealing that the gun is sadly rendered as closed bolt.
A Taurus on a table with some booze and an ashtray.
Outrunning both local favela gangs as well as the UFE, Max opts for his shiny Taurus as his defensive weapon.

Taurus MT-40

The Taurus MT-40, a .40 caliber version of the Chilean FAMAE SAF built under license in Brazil appears as the "SAF .40", fitted with an MP5K-PDW-style folding stock. It is only usable in Chapter 13, being a common weapon of the UFE police force.

Taurus MT-40 - .40 S&W
Heckler & Koch MP5K-PDW - 9x19mm Parabellum
Max brings the fight to the UFE with a borrowed MT-40.
Having forsaken all less pimpy armament, Max opts for a shiny gold MT-40.
While sweeping through the station, Max finds a MT left behind on a table.
The MT-40 in the weapon wheel.
Max takes cover with his pimp MT-40.

Shotguns

Benelli M4 Super 90

A Benelli M4 Super 90 is available throughout the game as the "M4 Super 90", used by almost every enemy faction. It is shown with a civilian 5-round tube magazine (even for the "gold" version) but it holds 7 rounds in-game. Rather inaccurately for the reload animation (only when the gun is empty), the Benelli's bolt is never accounted for; it remains closed and Max only loads in new rounds, and no action is made to chamber a round.

Benelli M4 Super 90 with 5-shot tube - 12 gauge
Max sweeps the stadium with his M4 Super 90. The stock's tube is misaligned with the grip for some reason.
Future Max sweeps the police station instead, with the golden Super 90.
Max threatens a former paramilitary Super 90 with his golden PT92.
The Benelli M4 Super 90 in the weapon wheel.
Max ducking for cover with the M4 Super 90 in its normal version...
...and the gold version

Franchi SPAS-15

The Franchi SPAS-15 appears in the game as a high-level shotgun, first used by a mob hitman in the New Jersey cemetery. The SPAS-15 holds less rounds and has more pellet spread than the Benelli M4, but it offers much faster reload times by holding those rounds in a detachable box magazine.

Franchi SPAS-15 - 12 gauge
Max plays around with the formerly mafia SPAS-15.
Down in Panama, Max does some boat clearing with the gold SPAS-15.
Max finds the goon's SPAS-15 on the floor next to him.
The SPAS-15 in the weapon wheel.
Max ducks from DeMarco gunfire with the gold SPAS-15.

"Hammerhead"

The "Hammerhead" shotgun was added in the Disorderly Conduct DLC, and is only available in multiplayer; it appears to be a rather odd hybrid of the Pancor Jackhammer and the Daewoo USAS-12. It holds 20 rounds in a drum magazine, the highest of the shotguns, and has the highest effective range in its class.

Pancor Jackhammer (toolroom prototype) - 12 gauge
Daewoo USAS-12 CQ with 20-round drum - 12 gauge
The "G9 Grenade Launcher" and "Hammerhead" (below).
Thanks to the magic of PC trainers, Max acquires a mutant shotgun of his own. It is unclear how this shotgun would function properly, given that the ejection port is modelled behind the magazine.
Soon after, the dropped Hammerhead is interrogated to find out just what parts it was cobbled together from.
The weapon wheel icon, a bit shorter than the real thing.
Max prepares his modern blunderbuss to clear the superyacht of pirates.

Mossberg 590

The "M500" in the game is actually a Mossberg 590 that also apparently wants to be a folding-stocked Remington 870. It is seen with an 870-style folding stock rather awkwardly tacked on to the gun's receiver, as well as a wooden forend and pistol grip (which appear to be slightly warped versions of the Mossberg's and Remington's, respectively). Strangely however, the gun in the icon used for in-game achievements relating to this shotgun better resembles a Mossberg 500 Cruiser; this might be due to features such as the folding stock being added to the shotgun later in development, as a stockless Mossberg is visible in pre-release footage. Appearence-wise, the Mossberg is seen used mostly by gang member enemies early in the game, and this weapon has the highest damage of all shotguns, while sacrificing its accuracy at even mid-range distances. Regardless of whether or not the shotgun has been emptied, Max will never pump its action at the end of its reload animation.

Mossberg 590 with heat shield, extended magazine, and M4 stock - 12 gauge
Remington 870 Police Folder with extended magazine tube - 12 gauge
Max wields a former gang member's "M500". The gun is filled with modeling errors, such as the folding stock being connected to the receiver instead of the pistol grip, and the holes in heat shield being a flat texture.
Oddly, the folding stock is modeled correctly on the weapon wheel image...
...but appears a lot higher on the in-game model.
Max wields the golden M500, really revealing the hole-less heat shield.
Not letting that stop him from attacking angry gang members, he takes cover with his shiny Mossberg.

Sawed-Off Double Barreled Shotgun

A Sawed-Off Double Barreled Shotgun appears only in Chapter 7 in the story, referred to as simply the "Sawn-Off" and counted as a one-handed gun for inventory purposes. Max can, appropriately, find one in the hands of the bartender of a seedy strip club he shoots up in the favela. In the Social Club, singleplayer campaign, and multiplayer feature, it is depicted in menus as having exposed hammers, but the actual model is hammerless in-game.

Screen-used Victor Sarasqueta sawed-off shotgun from Mad Max: Fury Road - 12 gauge
Max rips up the bar with his sawn-off shotgun.
And yes, there is a golden version of it.
Staring down at a discarded sawn-off.
Max ducks for cover with his boomstick.

Winchester Super X3 Coyote

The Winchester Super X3 Coyote makes an appearance in-game as the "Super Sport". Its model appears to feature the pistol grip stock from the Benelli M4 Tactical. In-game, the Super X3 holds 5 rounds in its tube (1 more than the real SX3) and boasts the highest rate of fire in its class. It only appears wielded by the Crachá Preto in Chapter 12. As with the Benelli M4, Max neglects the Winchester's bolt during the reload animation, instead choosing to focus on only inserting new shells into the tube.

Winchester Super X3 Coyote - 12 gauge
Benelli M4 Tactical with 5-shot tube - 12 gauge
Max sweeps the hotel with his X3. Note the complete lack of iron sights.
Not to be outdone, he later finds the gold plated version.
Max interrogates a X3 with his Golden FAL about where the paramilitary is hiding people.
The "Super Sport" in the weapon wheel.
Max ducks behind cover with his shiny duck hunting gun.

Rifles

AK Hybrid

This hybrid of AK models is available all throughout Brazil and the first New Jersey flashback, simply known as the "AK-47". It commonly used by street thugs, although it is replaced by higher-end weapons towards the end of the game. The rifle consists of a Norinco Type 56 stamped receiver, but has an unhooded front sight, the straight stock of an AKM, and the ported gas tube of a Type 1 AK-47. The AK is first found in the burnt-out apartment building next to Max's apartment in Chapter 4 and is used by mobsters throughout the level. It is also a starting weapon in the multiplayer mode.

Norinco Type 56 - 7.62x39mm
AKM - 7.62x39mm
Type 1 AK-47 - 7.62x39mm
Max takes his borrowed AK for a whirl, revealing the Type 56-pattern stamped receiver, straight AKM stock, and directly horizontal Type 1 gas tube ports.
Back in the present, sneaky Max uses a gold version to kill angry gang members.
Past Max gazes on a discarded AK on the floor.
The AK in the in-game weapon wheel.
Max hides from enemy gun fighter with an AK-47.

Colt Model 933

A Colt Model 933 with an optional red dot sight was added in the multiplayer DLC pack Local Justice, incorrectly named the "M4 Assault". It has the carry handle removed and no rear sight installed (even when the red dot is not being used), which would make aiming very difficult.

Colt Model 933 - 5.56x45mm NATO
A São Paulo Police Officer fires his flat-topped "M4" in multiplayer.
A multiplayer character walks with his flat top 933.
Back in Hoboken, Max finds a rifle more appropriate for the setting.
Levitating a mag in, which at least has a cartridge modeled in it.
The dropped M933, showing its disappointing lack of rear iron sights (and discarded mags which linger on the ground for a while and contain cartridges).
A similarly ill-equipped weapon wheel icon.
None of this will stop the Payne, though.

Heckler & Koch G36V

The UFE paramilitary unit use the Heckler & Koch G36V which is called the "G6 Commando" in-game. The carry handle is modelled far too low, and the handguard appears to have been based on the one for use with the AG36 grenade launcher; the fire selector also has a completely incorrect design. It also has a strange semi-solid stock and short barrel. The golden upgrade has a Beta C-Mag that only holds 40 rounds, and sometimes rifles will spawn with normal mags as well as the Beta C.

Heckler & Koch G36V with export optical sight - 5.56x45mm NATO
Heckler & Koch G36 with AG36 grenade launcher - 5.56x45mm NATO/40x46mm grenade
Max takes a former UFE G36 for a spin in the favela; note the completely wrong design of the selector switch which is also set to semi-auto. The rounds visible in the clear window on the magazine (which is also incorrect, as the entire magazine should be translucent) never deplete.
Later on in the UFE station, Max finds a golden one fitted with a Beta C mag and a laser sight.
The G36V on the ground.
Max has a lie down after a very hectic firefight with the UFE and uses this time to check the weapon wheel.
With hordes of angry UFE members hot on his heels, Max runs with his G36V.
Three UFE members guarding the airport hold glitched G36 rifles, which appear to have both the standard magazine and the Beta C magazine fused together.

IMBEL IA2

The 7.62mm version of Brazil's new service rifle, the IMBEL IA2, was added in the Hostage Negotiation DLC pack. It is called the "IA2 AR" and features an optional sniper scope, the only automatic weapon to do so.

IMBEL IA2 7.62mm Prototype - 7.62x51mm NATO
Photoshopped mock-up of IMBEL IA2 7.62mm sniper rifle - 7.62x51mm NATO. This image was made by the Small Arms Illustrated project.
Promotional image of the IA2, showing the sniper scope
Tiring of the 50-year-old FALs he's encountered throughout his time in Brazil, Max equips himself with a more modern take on the design.
Angrily slotting in a 7.62x51mm FAL-pattern magazine. He's probably dropping a deadpan one-liner about this.
The IA2 upon a decidedly low-res floor.
Checking out the weapon wheel icon.
Max takes cover, presumably gloating to nearby UFE officers that he gets to try out the brand new (at the time) battle rifle before they do.

IMBEL MD-97 LC

The IMBEL MD-97 LC is a fairly common assault rifle, mostly used by paramilitaries and the UFE. It's incorrectly named the "MD-97L", which is the designation for the full-length rifle, not the carbine.

IMBEL MD-97 LC - 5.56x45mm NATO
Max takes a former paramilitary MD-97 for a spin at the Branco HQ.
Not to be outdone, he later takes the gold one for a test drive at the UFE HQ.
Having wiped a few angry goons out, Max checks out one of their MD-97s.
The MD-97 LC in the weapon wheel, showing its incorrect name.
Max takes cover first with the normal MD.
And later with the shiny gold MD.

IMI Galil ARM

The IMI Galil ARM was added in the Painful Memories DLC pack, oddly named the "IMG 5.56". It is incorrectly depicted as firing in three-round bursts.

IMI Galil ARM - 5.56x45mm NATO
An official promo render of the Galil.
Having torn apart the local futebol stadium, Max reaches for a nearby somewhat low-res Galil ARM. Note that the safety is on; as one might expect, this has little bearing on its ability to fire in-game.
The reloading process reveals that the rifle mysteriously loads in magazines used on the AK rifle, these subsequently morph into 5.56x45mm Galil mags when they are seated.
Suspicious, Max examines the dropped Galil to make sure it's actually using the right magazines and not just reusing AK magazine models.
He then checks the weapon icon.
Satsified, he prepares to continue his jaunt.

IMI Tavor TAR-21

The IMI Tavor TAR-21 is added in the Painful Memories DLC pack. Notably it was the base for the "advanced rifle" in Grand Theft Auto 5's trailer. It is named the "UAR-21" in-game.

IWI Tavor TAR-21 (civilian version) with flat top, Surefire Universal weaponlight, RIS foregrip, and Meprolight red dot sight - .223 Remington
Mp3tav.jpg
His tour of the local favela interrupted, Max reaches for a TAR-21. It is equipped with a red dot sight- the weapon lacks irons or optics by default.
Swapping out magazines as the old one tumbles to the ground.
Holding up a dropped TAR-21 to make sure it's not an MTAR-21 or other variant.
The weapon icon similarly lacks sights.
Max, an American, takes his Israeli rifle to defend against Brazilian paramilitary death squads. True multiculturalism.

L1A1 SLR

The L1A1 SLR appears as the "FAL" and is commonly used by Brazilian gangsters, paramilitary units, and police; given the location, it is probably supposed to be the IMBEL-manufactured M964 version, but has several features distinctive of the L1A1, namely the front sight, two-hole handguard, and a shortened version of the flash hider. However, it fires full-auto in the game and has the charging handle and magazine release from a standard FAL. Due to ammunition being mainly sorted by weapon type, it shares ammo with the game's 5.56x45mm and 7.62x39mm assault rifles. It is loaded with a 20-round magazine; this does not change on the gold version, despite the capacity increasing to 30 rounds.

L1A1 SLR - 7.62x51mm NATO
Max aims a borrowed L1A1.
Panama Max aims the gold version, revealing the lack of a larger magazine release of the L1A1.
Back in the jungle, Max aims an L1A1 fitted with a teeny tiny red dot sight.
Before finding one with a fancy gold finish.
The L1A1 in the weapon wheel.
Max skulks around with the L1A1 first without a scope.
Then with a scope.
Then using an unscoped one to look at a scoped L1A1.
Before hiding in cover with the golden SLR.

Ruger Mini Thirty

The Ruger Mini Thirty makes its video game debut as simply the "Mini-30", and is fitted with a Butler Creek folding stock (oddly enough, the Social Club image for the weapon depicts it with a solid stock). It's mostly seen in the beginning of the game, including the first chapter, with a 10 round magazine. Partway through the helicopter sequence in Chapter 2, in a continuity error, Max is briefly shown with a 30-round curved magazine in his Mini Thirty. Several snipers use them with laser sights as late as the final chapter.

Stainless Ruger Mini Thirty - 7.62x39mm
Ruger Mini-14 with aftermarket folding stock, sniper scope, and muzzle brake - 5.56x45mm NATO
Max holds a Mini Thirty with a laser sight as he provides cover from a helicopter in the second chapter.
Max aims a former gang member's Mini Thirty while doing a room sweep.
Out in the jungle, Max aims a Mini Thirty with a red dot sight.
Chasing after his employer's kidnappers, Max checks out a dropped Mini Thirty.
The Mini Thirty in the in-game weapon wheel.
Max checks out a red dot Mini Thirty on the ground.
The golden Mini Thirty with an extended banana mag. Unfortunately, this magazine only holds 20 rounds in-game.
And yes, it does come with the scope as well.
Max hides in cover with his banana gun.

Sniper Rifles

Barrett M107

Snipers use Barrett M107s to ambush a deal in the soccer stadium in Chapter 3, while the rifle is only usable in Chapter 12. It is incorrectly referred to in-game as the "M82A1". Max takes a round to the shoulder from one, but thanks to the magic of video games, Passos is able to patch him up with just some bandages and a bottle of painkillers. Max uses an M107 later in the chapter to cover Passos and the rifle is seen used by snipers several times, including by Passos himself. In keeping with Max's surprisingly quick recovery, the M107 in-game is severely underpowered, taking 2 to 3 bodyshots to kill basic enemies, and being utterly incapable of piercing Kevlar vests.

Barrett M107 - .50 BMG
Max finally takes a M107 for a spin.
If that wasn't enough, it has a gold version.
Max stares down at a discarded M107.
The Barrett M107 in the in-game menu.
Max tries to hide his very large golden Barrett behind cover.

Heckler & Koch G3SG/1

The Heckler & Koch G3SG/1 appears as its Portuguese version, the FMP G3S (Fábrica de Braço de Prata, G3 Sniper). It is the rarest gun in the game, only found in the hands of two enemies in Chapter 13 who stand atop unreachable locations and only acquirable if you kill them in such a way that they drop their rifles to the floor.

Heckler & Koch G3SG/1 - 7.62x51mm NATO
Max aims the G3SG/1; the rifle seems to be missing both the cheek rest as well as the rear sight diopter. The receiver is also quite off, in both proportions and general design.
Surprisingly, the gold version doesn't also turn the furniture gold.
Max checks a dropped G3SG/1 with his pimp Uzi.
The in-game weapon wheel for the G3SG/1.
Max does some room clearing through a kill course with the G3SG/1.

M24 Sniper Weapon System

The M24 SWS was added in the Hostage Negotiation DLC pack, with an unlockable suppressor. It is referred to as simply "M24".

M24 SWS - 7.62x51mm NATO
Mp3m24.jpg

Machine Guns

Heckler & Koch HK21

The Heckler & Koch HK21 is known as the "LMG .30". It first appears in the speedboat chase, where it has a belt box and infinite ammo, while later levels have it with a fictional 100-round drum (it appears to be inspired by some of the 50-round drum magazines made for the G3; but larger) and limited ammunition. Several times, heavily armored enemies are encountered wielding the HK21, somehow holding it by the stock and firing it.

Heckler & Koch HK21 - 7.62x51mm NATO
Heckler & Koch HK21 with rear mounted bipod and magazine feed - 7.62x51mm NATO
A heavily armored enemy holds the HK21 by the stock; for some reason he is carrying a belt of ammunition even though his weapon is magazine-fed. He somehow fires the HK21 in this position despite not touching the trigger.
Max grabs the HK21 from a crashed paramilitary jeep.
Later he brings the pain to the UFE with the gold version.
Earlier on the boat, Max uses the belt box model.
It also isn't exempt from the golden gun rule.
Max glances down at a dropped HK21 from an enemy heavy.
The HK21 in the in-game weapon wheel; sadly it can't ever be refilled with more ammo.
Max hides behind cover with his 20 pounds of gold plated German engineering.
Back on the river, Max uses his shiny HK21 to rip apart a bunch of speed boats.
Before wincing from the boat's blown up engine.

RPD

An RPD with the bipod removed (although the Social Club image depicts it with a bipod) appears in the game under its real name. In singleplayer, it is only found in Chapter 12. The 100-round drum only holds 75 rounds on the normal version of the weapon, though the "gold" version has the correct capacity. When reloading, Max simply replaces the belt box and swipes the charging handle, without bothering to position the belt.

RPD - 7.62x39mm
Max prepares to sweep the room with his RPD.
Before opting for the one covered in gold.
Max aims his tactical bottle-suppressed Taurus at a discarded RPD.
The RPD in the in-game weapon wheel.
Max hides behind a wall with his RPD, dodging angry paramilitary gunfire.

Launchers

DefTech 37mm Launcher

A DefTech 37mm Launcher fitted with a non-vertical foregrip appears as the "Rotary Grenade Launcher", available in a few levels. The projectiles it fires are erroneously depicted as explosive. The DefTech launcher can be used to clear groups of enemies at once, but its grenades must be aimed correctly due to their slow travel speed and sharp arcing trajectory. As with thrown grenades in the game, shots fired from this weapon have a flashing light added to make them easier to see, and can be shot down with gunfire. During the launcher's reload animation, Max inserts a round into each individual chamber, but the rounds themselves do not physically appear in the cylinder. The DefTech is also incorrectly depicted as firing caseless rounds.

DefTech 37mm Launcher - 37mm
Max aims his grenade launcher in the hotel, realizing this might not be the best choice for close quarters.
Past Max waltzes around a New Jersey graveyard with his golden bloop machine.
Max gazes on a dropped grenade launcher.
The grenade launcher in the in-game weapon menu.
Hiding from roving mobsters with the DefTech.

"G9 Grenade Launcher"

The "G9 Grenade Launcher" was added in the Disorderly Conduct DLC along side the Hammerhead shotgun. It appears to be a combination of the Heckler & Koch HK69A1 and a standalone M203; for reasons which are not readily apparent, it also features the stock of an FN F2000.

Heckler & Koch HK69A1 - 40x46mm
RM Equipment M203PI with Tactical Mounting System stock and vertical grip - 40x46mm
FN F2000 - 5.56x45mm NATO
The "G9 Grenade Launcher" (above) and "Hammerhead".

M72A2 LAW

The M72A2 LAW appears as the "LAW" and is used in Chapter 13 to destroy an armored UFE truck. It is correctly depicted as a single shot weapon, but an NPC gangster using one uses an invisible RPG foregrip.

M72A2 LAW - 66mm
Max grabs a LAW as he prepares to delete the truck.
No one is safe from the golden guns, not even a rocket launcher.
Max aims down on the discarded LAW.
The LAW in the in-game weapon wheel; it can be kept after this set piece but more ammo for it cannot be found.
Having removed the truck from existence, Max dramatically poses behind cover with the spent LAW tube.

RPG-7

The RPG-7 appears simply as the "RPG". The weapon is used by enemies in singleplayer, but is only usable in multiplayer. For some reason, golden parts for it can be found in Chapter 12, serving absolutely no purpose whatsoever in singleplayer but unlocking the gold skin for multiplayer. However, it can be spawned using a trainer and is fully usable surprisingly in singleplayer alongside the DLC weaponry.

RPG-7 - 40mm
A thug takes aim at Max's helicopter with his RPG-7.
A paramilitary goon sights up Max's helicopter with his own RPG-7...
...before his commander tells him to let him go.

Grenades

Unlike previous games, grenades are not usable in the singleplayer campaign, although enemies may still use them; they are only usable in the multiplayer portion of the game.

M18 Smoke Grenade

The M18 smoke grenade is featured in the game, depicted as a tear gas grenade. In the singleplayer, it only appears in Chapter 13, "A Fat Bald Dude with a Bad Temper", where it is used by the UFE to gas a stairwell.

M18 smoke grenade (yellow)
In the UFE building, Max decides the ignore the tear gas suffocating him in order to take a closer look at an M18.

M26 Hand Grenade

The M26 hand grenade appears in the game. In the campaign, enemies will occasionally use them against Max, who can shoot them in mid-air to detonate them prematurely. In the multiplayer, it is one of the several grenades available. When thrown, they emit a bright flashing red light to make spotting them easier.

M26 hand grenade

Other

UFE Arsenal

In several points in the game, Max comes across several cabinets and lockers of unusable firearms, mostly using more correct models of the game's usable firearms.

Max threatens an arms locker to give him his toys, including a less inbred G36, the game's AK hybrid with darker furniture, and a FAL using a more location-appropriate model.
Higher up is another FAL.
A bunch of very low poly MP5s. These have 9mm magazines, Surefire handguards, collapsing stocks, and no sights for some reason.
Another G36 and FAL.
A rack of Mini-14 GBs.
Finishing off with some normal stocked Mossberg 590s.

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