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Weapons in GTA IV: Difference between revisions

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[[Image:Knife.jpg|right|thumb|130px|Knife]]
[[Image:Knife.jpg|right|thumb|130px|Knife]]
====Knife====
====Knife====
*Cost (gun shop): N/A
*Cost (contact): $100   
*Cost (contact): $100   
*[[Knife#Grand_Theft_Auto_IV|Locations]]
*[[Knife#Grand_Theft_Auto_IV|Locations]]
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====Baseball Bat====
====Baseball Bat====
*Cost (gun shop): $5
*Cost (gun shop): $5
*Cost (contact): N/A
*[[Baseball_Bat#GTA_IV|Locations]]
*[[Baseball_Bat#GTA_IV|Locations]]
The bat can be swung left or right. The player can also block attacks with it. The bat can be useful when the player doesn't want to draw attention to themselves, since it is considered a "silent" weapon, though less so than the Knife. The bat is a superior weapon against an unprotected opponent to the Knife, as it will floor them in one blow and kill them with the second blow.
The bat can be swung left or right. The player can also block attacks with it. The bat can be useful when the player doesn't want to draw attention to themselves, since it is considered a "silent" weapon, though less so than the Knife. The bat is a superior weapon against an unprotected opponent to the Knife, as it will floor them in one blow and kill them with the second blow.
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====Combat Pistol (Desert Eagle .357)====
====Combat Pistol (Desert Eagle .357)====
*Cost (gun shop): $1,500 + $100 for each additional magazine
*Cost (gun shop): $1,500 + $100 for each additional magazine
*Cost (contact): N/A
*Magazine Size: 9 rounds
*Magazine Size: 9 rounds
*Damage: 40
*Damage: 40
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===Submachine Guns===
===Submachine Guns===
'''Submachine guns are the next step up from pistols. They're most effective at close-to-medium range while running and gunning at targets to quickly cycle through them to finish them off, but start to fail at long distances. The player should fire in bursts when engaging mid-range targets and only fire in full auto when confronted up-close. These are preferred over pistols when doing drive-bys or chasing down an escaping car, and are the strongest weapons that can be used while doing so, unless the situation allows Hand Grenades to be employed.'''
'''Submachine guns are the next step up from pistols. They're most effective at close-to-medium range while running and gunning at targets to quickly cycle through them to finish them off, but start to fail at long distances. The player should fire in bursts when engaging mid-range targets and only fire in full auto when confronted up-close. These are preferred over pistols when doing drive-bys or chasing down an escaping car and are the strongest weapons that can be used while doing so, unless the situation allows Hand Grenades to be employed.'''


''Carrying capacity for submachine gun ammunition is 1,200 rounds.''
''Carrying capacity for submachine gun ammunition is 1,200 rounds.''
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[[Image:mp5_4.png|right|thumb|130px|SMG (SW MP-10)]]
[[Image:mp5_4.png|right|thumb|130px|SMG (SW MP-10)]]


====SMG (SW MP-10, Uzi, and Thompson)====
====SMG (SW MP-10)====
*Cost (gun shop): $2,500 + $150 for each additional magazine
*Cost (gun shop): $2,500 + $150 for each additional magazine
*Cost (contact): $1,750 + $20 for each additional magazine
*Cost (contact): $1,750 + $20 for each additional magazine
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*Damage: 30
*Damage: 30
*[[Sub Machine Gun#Grand Theft Auto IV|Locations]]
*[[Sub Machine Gun#Grand Theft Auto IV|Locations]]
The MP-10 is a a heavily modified MP5, doing away with a buttstock and fitting a polymer grip with a flashlight. Otherwise, it retains the MP5's functionality and is a good weapon, although its high rate of fire can burn through a 30-round magazine quickly. In comparison to the Uzi Micro-SMG, it is far more accurate, but has a slower rate of fire which is having similar Uzi SMG Characteristics. It is the Thompson Machine Gun as well, with a high rate of fire, good accuracy, and Amazing 45. Cal Round Power, but with out the back stock. Not much is really known about it, as it's apparently made in very small numbers by an equally small and mysterious company called SW Arms. [[NOOSE]] and [[FIB]] agents use the SMG from their vehicles at higher wanted levels as they attempt to stop the player.
The MP-10 is a a heavily modified MP5, doing away with a buttstock and fitting a polymer grip with a flashlight. In comparison to the Micro-SMG, it is far more accurate, but has a slower rate of fire and smaller magazine. Not much is really known about it, as it is apparently made in very small numbers by an equally small and mysterious company called SW Arms. [[NOOSE]] and [[FIB]] agents use the SMG from their vehicles at higher wanted levels as they attempt to stop the player.


The MP5 was featured in early artwork as the MP5NA3, but for some reason Rockstar North decided to remove it, and use the MP-10.
The MP5 was featured in early artwork as the MP5NA3, but for some reason Rockstar North decided to remove it, and use the MP-10.
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'''Shotguns are somewhere between SMG and Assault Rifles. They are extremely powerful at close to mid range and are often one-to-two hit kills. They deal far more damage-per-fire than assault rifles, but fire far more slowly to compensate, so they aren't ideal when fighting a large group of enemies while running-and-gunning out in the open. They are best used while using cover for laying down a small number of enemies during close combat and for surprise attacks for that quick kill. They are also useful for blindfiring because of their wide blast range.'''
'''Shotguns are somewhere between SMG and Assault Rifles. They are extremely powerful at close to mid range and are often one-to-two hit kills. They deal far more damage-per-fire than assault rifles, but fire far more slowly to compensate, so they aren't ideal when fighting a large group of enemies while running-and-gunning out in the open. They are best used while using cover for laying down a small number of enemies during close combat and for surprise attacks for that quick kill. They are also useful for blindfiring because of their wide blast range.'''


*''Carrying capacity for shotgun ammunition is 80 shells.''
''Carrying capacity for shotgun ammunition is 80 shells.''


[[Image:shotgun_4.png|right|thumb|130px|Pump Shotgun (Ithaca Model 37 Stakeout)]]
[[Image:shotgun_4.png|right|thumb|130px|Pump Shotgun (Ithaca Model 37 Stakeout)]]
====Pump Shotgun (Ithaca Model 37 Stakeout)====
====Pump Shotgun (Ithaca Model 37 Stakeout)====
*Cost (gun shop): $1,200 + $100 for 8 shells
*Cost (gun shop): $1,200 + $100 for 8 shells
*Cost (contact)� : $840 + $70 for 8 shells
*Cost (contact)�: $840 + $70 for 8 shells
*Magazine Size: 8 shells
*Magazine Size: 8 shells
*Damage: 20 per pellet
*Damage: 20 per pellet
*[[Pump_Shotgun#Grand_Theft_Auto_IV|Locations]]
*[[Pump_Shotgun#Grand_Theft_Auto_IV|Locations]]
Based roughly on the classic [[wikipedia:Ithaca 37|Ithaca Model 37]], the Stakeout is a pump-action shotgun made in large numbers for the civilian, military, and police markets. The pistol grip and shorter overall length makes it perfect for home defense and law enforcement. It is more powerful than the Combat Shotgun due to its short barrel and wide field of fire, but can't shoot as fast or as far to compensate, making the weapon best suited for close-quarters combat. The weapon's design suggests that its tube magazine should only hold 4 rounds.
Based roughly on the classic [[wikipedia:Ithaca 37|Ithaca Model 37]], the Stakeout is a pump-action shotgun made in large numbers for the civilian, military, and police markets. The pistol grip and shorter overall length makes it perfect for home defense and law enforcement. It is more powerful than the Combat Shotgun due to its short barrel and wide field of fire, but can't shoot as fast or as far to compensate, making the weapon best suited for close-quarters combat. The weapon's design suggests that its tube magazine should only hold 4 rounds.


�  NOTE: ''Little Jacob does not carry the Pump Shotgun.''
�  NOTE: ''Little Jacob does not carry the Pump Shotgun.''
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====Combat Shotgun (Remington 11-87)====
====Combat Shotgun (Remington 11-87)====
*Cost (gun shop): $2,500 + $200 for 10 shells
*Cost (gun shop): $2,500 + $200 for 10 shells
*Cost (contact): $1,500 + $100 for 10 shells
*Cost (contact): $1,500 + $100 for 10 shells
*Magazine Size: 10 shells
*Magazine Size: 10 shells
*Damage: 10 per pellet
*Damage: 10 per pellet
*[[SPAS_12#Grand_Theft_Auto_IV|Locations]]
*[[SPAS_12#Grand_Theft_Auto_IV|Locations]]
This semi-automatic shotgun is a powerful tool for disposing of enemies quickly and efficiently. This seems to be based on the Beretta 1201 FP, but with the barrel of a military [[wikipedia:Remington 870|Remington 870]]. Although it burns through ammo quickly and not as powerful as the Pump, it is useful for holding back enemies and saturating an area with large amounts of lead, and has a far greater range than the Pump Shotgun. It can be obtained when the player enters a [[Police Cruiser|police]] [[Police Patrol|cruiser]], however the police never use this weapon, opting to use the Pump Shotgun when attacking the player.  
This semi-automatic shotgun is a powerful tool for disposing of enemies quickly and efficiently. This seems to be based on the Beretta 1201 FP, but with the barrel of a military [[wikipedia:Remington 870|Remington 870]]. Although it burns through ammo quickly and not as powerful as the Pump, it is useful for holding back enemies and saturating an area with large amounts of lead, and has a far greater range than the Pump Shotgun. It can be obtained when the player enters a [[Police Cruiser|police]] [[Police Patrol|car]], however law enforcement never use this weapon, opting to use the Pump Shotgun when attacking the player.  


In [[The Lost and Damned]], the Combat Shotgun is replaced with a carbine model, as it bears a Carbine Retractable Stock and pistol grip instead of the fixed keyhole stock found in the main game, it also has a picatinny rail on top of the gun. However, its rate of fire, effective range, and animation (reloading, cycling shots, etc.) remain unchanged.
In [[The Lost and Damned]], the Combat Shotgun is replaced with a carbine model, as it bears a Carbine Retractable Stock and pistol grip instead of the fixed keyhole stock found in the main game, it also has a picatinny rail on top of the gun. However, its rate of fire, effective range, and animation (reloading, cycling shots, etc.) remain unchanged.
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It was meant to be, and widely thought before the release of GTA IV that the Franchi Spas 12 was to be in the game, though Rockstar took it out and replaced it with a Beretta 1201 FP/Remington 870 mix.
It was meant to be, and widely thought before the release of GTA IV that the Franchi Spas 12 was to be in the game, though Rockstar took it out and replaced it with a Beretta 1201 FP/Remington 870 mix.


NOTE: ''Armando does not carry the Combat Shotgun.''
NOTE: ''Armando does not carry the Combat Shotgun.''
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'''The iconic assault rifles fill the niche between sniper rifles and SMG's. While they are more powerful and accurate than SMGs, assault rifles are also more expensive and are unable to be fired from a car, but can be fired from any of the three passenger seats of a helicopter or boat. Assault rifles are most effective when fired in bursts at medium to long ranges, but since they prevent the player from running, they should only be used while using cover and switched to SMGs when moving is necessary or to engage closer range targets. From assaulting a building full of bad guys to fending off law enforcement, assault rifles are a must in Liberty City's underworld.'''
'''The iconic assault rifles fill the niche between sniper rifles and SMG's. While they are more powerful and accurate than SMGs, assault rifles are also more expensive and are unable to be fired from a car, but can be fired from any of the three passenger seats of a helicopter or boat. Assault rifles are most effective when fired in bursts at medium to long ranges, but since they prevent the player from running, they should only be used while using cover and switched to SMGs when moving is necessary or to engage closer range targets. From assaulting a building full of bad guys to fending off law enforcement, assault rifles are a must in Liberty City's underworld.'''


*''Carrying capacity for assault rifle ammunition is 600 rounds.''
''Carrying capacity for assault rifle ammunition is 600 rounds.''




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[[Image:m4_4.png‎|right|thumb|130px|Carbine Rifle (M4A1)]]
[[Image:m4_4.png‎|right|thumb|130px|Carbine Rifle (M4A1)]]


====Carbine Rifle (M16A4 and M4A1)====
====Carbine Rifle (M4A1)====
*Cost (gun shop): $5,000 + $100 for each additional magazine
*Cost (gun shop): $5,000 + $100 for each additional magazine
*Cost (contact): $3,500 + $70 for each additional magazine
*Cost (contact): $3,500 + $70 for each additional magazine
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'''Sniper rifles are the weapons for single hit, long range distances, and are best used when a good ways away from the enemy. Although more expensive than the assault rifles, the sniper rifles are far more accurate and powerful, but they have an extremely poor rate-of-fire, and should be quickly switched out for a faster weapon when confronted up close. Sniper rifles are good getting the jump on enemies by picking them off from a safe distance, and for providing far-away sniper support for friends in a heated gun battle.'''  
'''Sniper rifles are the weapons for single hit, long range distances, and are best used when a good ways away from the enemy. Although more expensive than the assault rifles, the sniper rifles are far more accurate and powerful, but they have an extremely poor rate-of-fire, and should be quickly switched out for a faster weapon when confronted up close. Sniper rifles are good getting the jump on enemies by picking them off from a safe distance, and for providing far-away sniper support for friends in a heated gun battle.'''  


*''Carrying capacity for sniper rifle ammunition is 50 rounds.''
''Carrying capacity for sniper rifle ammunition is 50 rounds.''


[[Image:sniper_4.png|right|thumb|130px|Sniper Rifle (Remington 700)]]
[[Image:sniper_4.png|right|thumb|130px|Sniper Rifle (Remington 700)]]
====Sniper Rifle (Remington 700) ====
====Sniper Rifle (Remington 700) ====
*Cost (gun shop): $6,000 + $800 for each additional magazine
*Cost (gun shop): $6,000 + $800 for each additional magazine
*Cost (contact): N/A
*Magazine Size: 5 rounds
*Magazine Size: 5 rounds
*Damage: 75
*Damage: 75
*[[Sniper_Rifle#GTA_IV|Locations]]
*[[Sniper_Rifle#GTA_IV|Locations]]
The [[wikipedia:Remington 700|Remington 700]] is a popular hunting rifle that can be found chambered in a wide range of calibers, and was later adopted by the military as the M24 and M40 sniper rifles. Strangely enough, the one in the game appears to have been further customized to use an external 10 round magazine, yet it only holds 5. It is a powerful rifle, but has a slow rate of fire due to its bolt action mechanism.
The [[wikipedia:Remington 700|Remington 700]] is a popular hunting rifle that can be found chambered in a wide range of calibers and was later adopted by the military as the M24 and M40 sniper rifles. Strangely enough, the one in the game appears to have been further customized to use an external 10 round magazine, yet it only holds 5. It is a powerful rifle, but has a slow rate of fire due to its bolt action mechanism.
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====RPG (RPG-7)====
====RPG (RPG-7)====
*Cost (gun shop): $15,000 + $5,000 for each additional rocket
*Cost (gun shop): $15,000 + $5,000 for each additional rocket
*Cost (contact): $10,000 + $3,500 for each additional rocket
*Cost (contact): $10,000 + $3,500 for each additional rocket
*Magazine Size: 1 rocket
*Magazine Size: 1 rocket
*Carrying Capacity: 8 rockets
*Carrying Capacity: 8 rockets
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This classic, widely-produced, portable, shoulder-launched, anti-tank rocket propelled grenade weapon was first used by the Soviet Union in 1961. The ruggedness, simplicity, low cost, and effectiveness of the [[wikipedia:RPG-7|RPG-7]] have made it the most widely used anti-tank weapon in the world. The RPG can be blindfired and even skipped off the ground and knock things around that are in its way. The weapon is aimed from the over-the-shoulder perspective, allowing the player to move while aiming, unlike the GTA III era where the player was forced into a stationary first-person perspective. A direct hit with a rocket destroys most vehicles and heavily damages any nearby vehicles with the force of the explosion. The rocket self-detonates when it reaches its maximum range. Unlike the GTA III era, the player does not need a direct hit on the fuselage of a helicopter to take it down as the force of the detonating rocket can cause a helicopter pilot to lose control and crash. It is, by far, one of the deadliest weapons in the game, however, misuse of the RPG can result in the player's own death.
This classic, widely-produced, portable, shoulder-launched, anti-tank rocket propelled grenade weapon was first used by the Soviet Union in 1961. The ruggedness, simplicity, low cost, and effectiveness of the [[wikipedia:RPG-7|RPG-7]] have made it the most widely used anti-tank weapon in the world. The RPG can be blindfired and even skipped off the ground and knock things around that are in its way. The weapon is aimed from the over-the-shoulder perspective, allowing the player to move while aiming, unlike the GTA III era where the player was forced into a stationary first-person perspective. A direct hit with a rocket destroys most vehicles and heavily damages any nearby vehicles with the force of the explosion. The rocket self-detonates when it reaches its maximum range. Unlike the GTA III era, the player does not need a direct hit on the fuselage of a helicopter to take it down as the force of the detonating rocket can cause a helicopter pilot to lose control and crash. It is, by far, one of the deadliest weapons in the game, however, misuse of the RPG can result in the player's own death.


NOTE: ''Little Jacob does not carry the Rocket Launcher.''
NOTE: ''Little Jacob does not carry the Rocket Launcher.''


==[[Beta Weapons]]==
==[[Beta Weapons]]==
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