But the way the pantyhose breaks, it is different from my instructions. What I had wanted was for the pantyhose to pull strings vertically and break that way, but the effect that already took a lot of time to make had the pantyhose break in circles, so it ended up as that. Eva's eyeglasses falling off originally happened during the first electric shock when the Colonel had his hand on her shoulder.
She didn't pick it back up until after the second electric shock. After the eyeglasses fell, Tatyana's resemblance to Eva is increased. Being aware of this, she would not have let the eyeglasses be off of her face for so long, so the cut of her eyeglasses falling is moved forward to during this second electric shock.
This way, Eva picks up the glasses and puts it back on her face right after it falls to prevent her cover from being blown. Before Ocelot starts to juggle his revolvers, there used to be a scene here of Eva, being out of it because of the electric shock.
Her thighs are visible under her skirt. The Colonel is looking at Eva, with a wicked smile on his face. Eva then tucks in the showing inner lining of the skirt. And she straightens out her skirt which got a broken slit and crumpled up when she fell. And in the scenes following, her skirt is neat. This entire sequence was cut in the finished game. Just twirling two pistols became not enough for Ocelot, so he started juggling too.
Seeing Ocelot go this far, and none of the people around stops him laughs. Also, the staple of the MGS series, the loss of bladder control laughs. With the first line, The Boss is referring to Ocelot's reckless action at the crevice, taking on Snake in a duel without her orders. Ocelot, though angry, can not speak out at The Boss at all, he can only take it quietly. This is a face to face confrontation between mother and son. With his revolver disassembled, like a child whose toy is taken away, Ocelot is angry, but he can't do anything except walk away into the warehouse, without saying a word.
Hearing that a member of the Cobra Unit is defeated, the Colonel is furious. He is punching the wall with bullets in his hands. It is known as the "bullet punch". Notice how while the Colonel is speaking to her, The Boss is looking out at the water, at the direction of Snake. The Boss sees Snake. I don't think people got this.
When The End enters the scene, he is asleep, and his wheelchair appears to be moving on its own. Actually, The Fear is pushing the wheelchair, we just can't see him because he's got stealth camouflage on. I don't think people got this either. It starts raining all of a sudden. The Colonel hates rain, and so becomes needlessly anxious and uneasy, and makes a tongue tisk sound.
The Colonel has a weakness with lightning. After his death, Emperor Daigo's sons started dying of illness one after another, and the palace was frequently struck by lightning. It was believed at the time that Doushin became a thunder god after he died, and all the abnormal occurrences in the palace were brought upon by his vengeance. And thus the name of the region became a spell people said during thunderstorms to avoid being struck by lightning.
When the rain starts to fall, quickly press the R1 button. And see The R1 scene actually starts after Colonel Volgin leaves with Eva. After the scene ends, it is possible to snipe at The End here laughs. If you kill him, there will be no The End battle at Sokrovenno, the area will become patrolled by the Ocelot Unit instead. Also, in the moss jungle Svyatogornyj South , the radio conversation with Eva changes.
When Snake enters Granin's office, Granin is facing the other way, and Snake thought he was Sokolov, so his gun is put away. Then Granin rotates his chair around. Seeing it's not Sokolov, Snake quickly pulls out his gun. Granin is angry that Snake doesn't know who he is. Look how proud he is when he announces his name. It was shaky. Dialogue lines got skipped mid way, the studio stunk of booze, it was a fiasco.
The files Granin takes out from his desk drawer, they are designs and blueprints of Rex and Ray, along with photographs of bi-pedal walking experimentations that failed. The failed experiment pictures are not present in the finished game. To top it off there is even Jehuty from Anubis Zone of the Enders in there. I am the true originator of the Cookie Demon theory on the SH2 and 3 boards.
User Info: Adeth. Ocelot never misses, and always fires a blank if you choose the wrong gun. User Info: LogicDolphin. Whoa, so you could actually control the aiming in that scene? More topics from this board Xbox One or PS4 version available? Metal gear zeke head parts? Side Quest 11 Answers Where can I find fulton launcher? Side Quest 2 Answers. Ask A Question. Browse More Questions. This weapon is available in multiplayer. The real-life weapon uses a closed bolt blow-back system that locks the bolt for a millisecond in the rear position before slamming back home to reduce the immense rate of fire to a controllable RPM, but the in-game version has an unrealistically slow rate of fire.
The sole shotgun in the game is an Ithaca 37 referred to as the M37 with a sawed-off stock and barrel, available to the player in the Peschera Cave in-game. It is also used by several members of the Ocelot Unit. Unlike many media depictions of shotguns with tube magazines, characters reloading the Ithaca 37 in this game will use a tube-like device known in speed-shooting competitions as a shotgun tube speedloader to insert all four shells into the tube magazine at once.
Furthermore, this shotgun is not depicted with iron sights; accordingly, characters using it always fire it from the hip. The Ithaca 37 has a tube magazine capacity of four 12 gauge shells plus one in the chamber, and suffers from drastically decreased damage at range. This weapon is available in multiplayer, but due to its high close-range damage plus its tendency to knock other player characters down with a hit an ability it also has when used against most NPCs in the singleplayer game , it was disallowed on many multiplayer servers.
The AK can also be obtained by the player in Operation Snake Eater, and it is capable of semi-automatic and fully automatic fire. The AK uses 30 round magazines firing 7.
The AK is also one of only three long guns which players can use the iron sights for. It was available in multiplayer. As appropriate for its cartridge, the AK has more muzzle climb than the M16A1 when fired with or without using the iron sights. A strange note about this weapon, is that on one side of the receiver it has the stamped style indent, and on the other side the milled style indent.
Furthermore, despite being standard-issue among enemies who nearly always wear camouflaged uniforms, the AK was never depicted with camouflage of its own. Like the Makarov it is unavailable to the player. The Boss' signature weapon is the "Patriot," seemingly a cut-down M16A1 fitted with an anachronistic Beta C-Mag carrying infinite ammunition claimed to be from its "feed mechanism" being in the shape of an infinity symbol , with no buttstock or front sight, and has the addition of a short, smooth handguard and a muzzle brake.
It is partially inspired by the real-life M Firing Port Weapon , which was designed to clear enemies from short ranges, around 10 to 20 meters, around the Bradley Infantry Fighting Vehicle, with the weapon's instruction manual strongly advising against using the M as an assault rifle.
It is not completely based on an M, due to the presence of a forward-assist and a rear sight which actual Ms do not have. Another possible reason that the Patriot was classified as a type of pistol is the fact that The Boss always fires it one-handed like an oversized handgun, but Big Boss for his part puts his offhand on the weapon's handguard instead.
Big Boss can also use the Patriot's rear sight for more accurate shots, though in reality this would be less-than-reliable since the Patriot has no front sight to properly align the weapon. The Patriot has a few additional properties unique to it in this game. When used by The Boss in her own boss fight, she becomes immune to anything Big Boss can throw at her if she is firing the Patriot directly at him, necessitating that the player either catch The Boss off-guard with ranged weapons by using stealth, or otherwise counter her CQC attacks to render her briefly vulnerable.
Befitting its status as a bonus weapon, it can also be implausibly used to take down in-game helicopters a feature not carried over to the next MGS game. To increase the emotional impact of a certain scene near the end of the game, the player is the one who must prompt Big Boss to fire the Patriot's final in-game shot. It is chambered in 5. It can be distinguished from a real XM16E1 by the full fencing on the lower receiver and birdcage flash hider. It also has a heavier profile barrel like the Model M16A1, but this is likely just a coincidence rather than a deliberate choice.
It can be obtained in both the Virtuous Mission and Operation Snake Eater, meaning at least two such rifles found their way to Russia. It can also be fitted with a suppressor. It is not used by any NPCs in the singleplayer game. The in-game version was modified by a gunsmith to sport camouflage tape and paint making it more suitable for jungle combat, and thus is the only weapon with its own camouflage although it has no effect on the player's camouflage index.
Like the AK, players can use the iron sights of this assault rifle, but unlike the AK, there's a slight zoom effect when doing so. This weapon was available in multiplayer.
Note: Sniper Rifles in the game's singleplayer mode have a degree of "scope glint" that can give away the user's location when used by NPCs or alert NPCs to the player character's general location under certain circumstances. The Mosin Nagant is The End's signature weapon, The End being the game's fourth boss and the third member of the Cobra unit that the player faces.
It is a single-shot, manually-chambered rifle that has been modified to fire tranquilizer darts, and can be obtained by the player if The End is beaten with a stamina kill. It features the standard Soviet PU 3. For some reason, the rifle makes a loud report when used by The End during his boss fight, but it makes next to no firing noise when used by player characters, even though there is no way to fit a suppressor to the in-game weapon.
If contacted while Big Boss is holding the rifle, SIGINT will speculate that the skeleton stock and pistol grip were fitted for parachute jumps, but in the end simply says the master sniper must have known what he was doing when he had them fitted. SIGINT also advises Big Boss to go for "One shot, one kill" due to the bolt-action nature of the rifle, in spite of the fact that its tranquilizer ammunition makes it incapable of directly killing NPCs.
Contrary to SIGINT's advice, the Mosin Nagant's lengthy reload animation can be bypassed by quickly unequipping and re-equipping it, like every other firearm in this game.
Besides The End's Mosin Nagant, non-sniper versions of the rifle presumably unmodified also briefly appear in several cinematic scenes as the main firearm of various Soviet foot soldiers during a military parade, based on actual footage of the May Day parades on Red Square.
It has two zoom options, and be seen being used by a member of the Ocelot Unit during an ambush shortly after Big Boss meets Eva, or at Sokrovenno if the player kills The End before his boss fight in Operation Snake Eater. It fires the same round as the Mosin-Nagant, the 7. The light machine gun configuration of the modular Stoner 63 weapon system is also used in the game. It holds rounds of 5. It is available in multiplayer, but only as a pick-up weapon i. The weapon's iron sights cannot be used.
The Stoner 63 can be found around the midpoint of the singleplayer game after facing the third boss enemy, or in a weapons shack at Groznyj Grad. The latter will remain available if the weapon was not previously picked up, even after Big Boss is stripped of all his ammunition and almost all his weaponry after his torture session, making it a valuable if noisy asset during that portion of the game. Chaff grenades are a fictional miniature broad-spectrum electronic warfare device which combine the effects of a radar jammer and EMP-like effects on certain technology.
Chaff consists of small aluminum strips that are specifically designed to confuse radar frequencies, and normally used by aircraft to fool radar-guided missiles. The individual strips are cut in such a way that they wreak havoc with a radar's transmitted frequencies. The Chaff Grenade's main effects are to prevent in-game enemies from being able to call for help via radio, and to fool the guidance systems of guided missiles fired at Big Boss.
The game implies that this grenade variant was developed in the Soviet Union. The stun grenade is a "flashbang" type that uses magnesium-based powder to produce a massive flash and sound burst: in real life this causes extreme disorientation and temporary blindness, while the game increases this to outright knocking enemies unconscious. They are anachronistic: the first flashbang grenades were developed by Royal Ordnance Enfield in Britain for use by the SAS' counter-terrorist unit, and the first known use of the result, the G60 stun grenade, was in when the SAS assisted the German GSG-9 special forces unit in retaking a hijacked airliner at Mogadishu airport.
In-game, they are stated to have been developed by the Soviets. They are available in multiplayer. Smoke grenades are implied to have been developed by the Soviets in Tselinoyarsk this is not really something that needed explaining since smoke grenades were common in World War 2 and according to SIGINT use a combustion agent combining zinc oxide, ammonium chloride which is wrong, ammonium chloride is a product of the reaction, the base material is usually hexachloroethane , aluminum and "some other stuff," and releases a grayish-white smoke.
It also has a tear-gas like effect on enemy soldiers and attack dogs: this is accurate, since the smoke from such grenades includes toxic zinc chloride, a skin and eye irritant and severe respiratory irritant. The most common hand grenades in the game are Russian RGD-5 hand grenades.
The Pain also carries them, but instead of throwing them he orders his bees to carry and drop them at Snake's location shooting them while they are held aloft by his bees will cause them to prematurely detonate. The in-game depiction is extremely unrealistic with the M15 basically filled with magic set-people-on-fire powder: it hardly produces any smoke the real device was designed primarily for use as a smoke grenade , and unlike real WP smoke, the smoke the in-game grenade produces does not block thermal vision in any meaningful way.
The RPG-7 also makes an appearance in the game, which takes place three years after it was introduced. It is obtainable by the player and used several times by enemies. It has PGO-7 scope attached to it for accurate aiming, and is the most powerful weapon in the game, able to instantly kill large groups of enemies in one hit. The primary use of the RPG-7, however, is fighting Volgin's massive "Shagohod" vehicle, which is only vulnerable to fire from heavy weapons. This weapon is available in multiplayer, but only as a pick-up weapon and not a weapon the player character can spawn in with.
However, they were never used, as an enraged Volgin proceeded to total them while driving the Shagohod around Groznyj Grad. The tanks' history was explained in a radio call to SIGINT, where it implies that Volgin managed to secretly restart development of the tanks with the use of the Philosophers' Legacy. The Afanasev A Technically anachronistic, although various Codec calls implied that the choppers, alongside the gun itself, had been created far earlier than expected due to Volgin's use of the Philosophers' Legacy.
Able to commandeered by the player, DShK heavy machine guns are found throughout the game. Two remote-controlled DShKs are mounted on Volgin's "Shagohod" hovertank-thing, and Volgin uses them if he's not using the central volley gun in the "mouth" of the Shagohod. In the cutscene where Snake and EVA make it to the runway on Groznyj Grad, Volgin decides he hasn't been evil enough yet and uses the Shagohod's weaponry to fire at his own troops.
The ZU is a 23mm Soviet anti-aircraft gun.
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