Metal Gear Solid 4: Guns of the Patriots - PS3/Weapons

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The following tables display the ratings of each weapon's individual attributes on a scale from 1 to 6, with 1 being the worst and 6 being the best (known as "E" through "S" in the game). Here are the definitions of each attribute:

  • Damage: Pretty self-explanatory. This refers to the amount of health each bullet or round takes off of a struck enemy.
  • Shock: This is a weapon's force of impact. The higher this rating, the less likely the target will be able to immediately fire back at you.
  • Penetration: Refers to a weapon's ability to pierce body armor, or mechanical armor.
  • Stability: The higher this rating, the less low Psyche will affect Snake's aim.
  • Reload: The higher this rating, the faster the weapon can be reloaded.
  • Lock: The higher this rating, the greater the distance a weapon will lock onto a target (only applies if Auto Aim is enabled).
  • Sleep: Refers to a non-lethal weapon's effectiveness in quickly putting an enemy to sleep.
  • Stun: Refers to a non-lethal weapon's effectiveness in quickly stunning an enemy.

Contents

Handguns

Mk. 2

You acquire this weapon shortly after the start of Act 1. It is the go-to weapon for stealthy, non-lethal takedowns thanks to its quiet suppressor and tranquillizer darts. Body shots take a second delay before the tranquillizer kicks in, headshots will always score an instant take down. The weapon must be re-cocked after every shot.

Mk. 2 Stats
Damage 0 / 6
Shock 0 / 6
Penetration 1 / 6
Stability 6 / 6
Reload 5 / 6
Lock 4 / 6
Sleep 2 / 6
Stun 0 / 6
Ammo Type Anest. (.22)
Mag Capacity 10


Operator

You acquire this weapon shortly after the start of Act 1, at the same time you acquire the Mk. 2. It's also a silent weapon, but a lethal one. It can be attached with a Flash Light but the suppressors degrade when the weapon is used, so further Suppressors must be purchased from Drebin.

Operator Stats
Damage 2 / 6
Shock 3 / 6
Penetration 1 / 6
Stability 4 / 6
Reload 6 / 6
Lock 5 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type .45ACP
Mag Capacity 7


GSR

Standard Sidearm for the most of the PMC's. Almost exactly the same as the Operator but with a shorter range and no threaded barrel so Silencers cannot be equipped with this weapon. Flashlights however can be attached to the weapon.

GSR Stats
Damage 2 / 6
Shock 3 / 6
Penetration 1 / 6
Stability 4 / 6
Reload 6 / 6
Lock 4 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type .45ACP
Mag Capacity 8


Five Seven

Standard Issue for the FROGS/Haven Soldiers. Carries 20 rounds and despite having less stopping power than the Operator and GSR it makes up for it in range, accuracy and armor penetration but requires more shots to kill an oppenant due to the weak damage. A flashlight can be equipped with the weapon.

Five Seven Stats
Damage 2 / 6
Shock 2 / 6
Penetration 4 / 6
Stability 4 / 6
Reload 6 / 6
Lock 4 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type 5.7 x 28mm
Mag Capacity 20


PMM

A Russian Semi-Automatic sidearm firing 9x18mm Marakov bullets. Sometimes used by the Militia in Act 1, should they not have their primary weapon in hand. It carries 12 rounds and is a fairly weak sidearm to carry.

PMM Stats
Damage 2 / 6
Shock 2 / 6
Penetration 1 / 6
Stability 5 / 6
Reload 6 / 6
Lock 4 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type 9 x 18mm
Mag Capacity 12


PSS

A silent and lethal alternative to the Mk. 2 Pistol. It fires special 7.62x42mm Silent bullets from a 6 round magazine and must re-cocked after every shot like the Mk. 2.

PSS Stats
Damage 2 / 6
Shock 2 / 6
Penetration 3 / 6
Stability 5 / 6
Reload 6 / 6
Lock 4 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type 7.62 x 42mm
Mag Capacity 6


G18C

A fully automatic pistol firing 9x19mm bullets from a large 33 round extended magazine. Is fairly weak and inaccurate when fired full automatic. Can be attached with a flashlight.

G18C Stats
Damage 2 / 6
Shock 2 / 6
Penetration 3 / 6
Stability 3 / 6
Reload 6 / 6
Lock 4 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type 9 x 19mm
Mag Capacity 33


Mk. 23

The Mk. 23 is a nostalgia weapon used in the MGS1 and MGS2. When found and equipped in the Shadow Moses stage, Snake make a comment and you will be rewarded 1000 Drebin Points. It can be fitted with a Silencer and is equipped with a Laser Sight.

Mk. 23 Stats
Damage 2 / 6
Shock 3 / 6
Penetration 1 / 6
Stability 4 / 6
Reload 6 / 6
Lock 5 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type .45ACP
Mag Capacity 12


Race Gun

Unlockable weapon gained when you complete the game once. It is relatively weak but allows to fire ricochet bullets.

Race Gun Stats
Damage 1 / 6
Shock 2 / 6
Penetration 1 / 6
Stability 5 / 6
Reload 6 / 6
Lock 4 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type .45ACP
Mag Capacity 8


Type 17

Unlockable weapon gained when you get the Hound Emblem. Is able to fire between semi-automatic and fully automatic and can only be reloaded when all rounds are fired.

Type 17 Stats
Damage 2 / 6
Shock 3 / 6
Penetration 1 / 6
Stability 4 / 6
Reload 5 / 6
Lock 5 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type .45ACP
Mag Capacity 10


Desert Eagle

A very powerful handgun capable of knocking down most enemies with one or two shots.

Desert Eagle Stats
Damage 3 / 6
Shock 5 / 6
Penetration 1 / 6
Stability 2 / 6
Reload 6 / 6
Lock 4 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type 50AE
Mag Capacity 7


Desert Eagle (Long Barrel)

An unlockable weapon given to you once you gain the Fox Emblem. Is more powerful than the Desert Eagle and comes equipped with a small hunting scope. But is very noisy and has high recoil.

Desert Eagle (Long Barrel) Stats
Damage 3 / 6
Shock 5 / 6
Penetration 1 / 6
Stability 2 / 6
Reload 6 / 6
Lock 4 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type 50AE
Mag Capacity 7


1911 Custom

A weapon given once a password has been entered in the EXTRA's of the Main Menu. Password is 1aytmmymhk. Is much more powerful than the Operator and GSR and is equipped with a special suppressor. Can be attached with a flashlight.

1911 Custom Stats
Damage 2 / 6
Shock 3 / 6
Penetration 1 / 6
Stability 5 / 6
Reload 6 / 6
Lock 6 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type .45ACP
Mag Capacity 7


Thor .45-70

An unlockable weapon given when you aquire the Fox Hound Emblem. It fires a single shot but is extremely powerful but also comes with an inbuilt red dot sight.

Thor .45-70 Stats
Damage 5 / 6
Shock 6 / 6
Penetration 5 / 6
Stability 2 / 6
Reload 5 / 6
Lock 2 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type .45-70
Mag Capacity 1


Solar Gun (Knight)

Obtain this weapon by collecting the four Beast dolls and the Frog Soldier figurine (see the walkthrough for more details on how to do this). This weapon causes enemies to drop weapons and items, and causes extreme damage to Vamp. Fully charge every shot with L1 before you fire it and it will render any enemy it hits immediately unconscious. The Solar Gun's battery must be recharged outdoors, in direct sunlight, by holding the Circle button.

The weapon of a holy knight. Uses the power of the sun to banish darkness.

While holding the L1 button, hold the R1 button down to charge it, then release it to fire. The are 2 levels of charge; the longer the weapon is charge, the more powerful the shot. Press the TRIANGLE button while aiming to use the sight. Press the CIRCLE button to recharge it with solar energy.

Solar Gun Stats
Damage 0 / 6
Shock 0 / 6
Penetration 1 / 6
Stability 6 / 6
Reload 1 / 6
Lock 4 / 6
Sleep 0 / 6
Stun 6 / 6
Ammo Type n/a
Mag Capacity n/a


Submachine Guns

P90

Standard for FROGS/Haven Soldiers. Carries a 50 round magazine of 5.7x28mm bullets. Has an incredible rate of fire and capability of being equipped with Flashlights, laser sights and Suppressors.

P90 Stats
Damage 2 / 6
Shock 2 / 6
Penetration 4 / 6
Stability 4 / 6
Reload 4 / 6
Lock 4 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type 5.7 x 28mm
Mag Capacity 50


M10

Some of the South American Rebels use the M10, it's a .45 Calibre SMG with a 30 round magazine. It can be equipped with a Suppressor but has rather horrid accuracy and range.

M10 Stats
Damage 2 / 6
Shock 3 / 6
Penetration 1 / 6
Stability 4 / 6
Reload 4 / 6
Lock 4 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type .45ACP
Mag Capacity 30


MP7

Some of the PMC's use the MP7 during Act 2. While it suffers in terms of stopping power and damage it makes up for it in penetration of body armor due to it's 4.6x30mm round from 20 round magazines. It can be equipped with a Dot Sight and Scope

MP7 Stats
Damage 1 / 6
Shock 1 / 6
Penetration 4 / 6
Stability 5 / 6
Reload 4 / 6
Lock 5 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type 4.6 x 30mm
Mag Capacity 20


MP5SD2

A silenced sub machine gun firing 9x19mm bullets from a 30 round magazine, while generally weak it benefits from a fast rate of fire, high accuracy and good range. Not to mention it's quite easy to control when fired full auto and comes with an integral suppressor.

MP5SD2 Stats
Damage 1 / 6
Shock 2 / 6
Penetration 1 / 6
Stability 4 / 6
Reload 3 / 6
Lock 4 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type 9 x 19 mm
Mag Capacity 30


VZ. 83

Received in Act 3, during the motocycle chase. It fires the rather weak 9x18mm Marakov round from 20 round magazines but benefits from a fast rate of fire. Sadly it has terrible accuracy and limited range.

VZ. 83 Stats
Damage 2 / 6
Shock 2 / 6
Penetration 1 / 6
Stability 4 / 6
Reload 4 / 6
Lock 6 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type 9 x 18mm
Mag Capacity 20


Bizon

A Russian sub machine gun with a helical 64 round magazine firing 9x18mm Marakov. It benefits from a large size magazine and good rate of fire and decent accuracy but is offset with only an average range

Bizon Stats
Damage 2 / 6
Shock 2 / 6
Penetration 1 / 6
Stability 4 / 6
Reload 4 / 6
Lock 6 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type 9 x 18mm
Mag Capacity 64


Patriot

This weapon has unlimited ammuntion and never needs to be reloaded. It is obtained by obtaining the Big Boss Emblem (see the Secrets page for more details).

Patriot Stats
Damage 2 / 6
Shock 4 / 6
Penetration 1 / 6
Stability 3 / 6
Reload 6 / 6
Lock 4 / 6
Sleep 0 / 6
Stun 0 / 6
Ammo Type 5.56 x 45mm
Mag Capacity Infinite


Rifles

AK102

Standard "Praying Mantis" PMC rifle. Decent accuracy for a rifle and with a slightly higher rate of fire than most others. Is capable of being attached with a GP30 Grenade Launcher, improving its overall power.

AN94

Variation of the AK rifles, almost similar to the AK102 rifle with slightly better accuracy and range. Like the AK102 it can be attached with a GP30 Grenade Launcher.

FAL Carbine

Used by the European Resistance "Paradise Lost". Also used by some South American rebels. Is a semi-automatic version of the G3A3, more powerful but at the cost of speed.

G3A3

South American rebels weapon of choice. Slow rate of fire but very accurate and great stopping power. Is capable of fully automatic fire but induces heavy recoil and bad accuracy.

M4 Custom

Snakes rifle of choice. Highly customizable with every custom part available for Assault Rifles can be used with it.

Mk. 17

Standard rifle for many of the PMC's. Second most customizable rifle available.

XM8

Rat PT 01s rifle of choice. Very good rifle with an in-built Red Dot sight thats a lot easier to use than the iron sights. Limited customizing capabilities.

Tanegashima

The Tanegashima costs 1,000,000 DP from Drebin's Shop (800,000 on Sundays and Wednesdays), and is very slow to reload. When you fire the Tanegashima in an open outdoor area, there is a 33% chance that it will blow any enemies in the vicinity away, causing them to drop a large amount of items in the process.

Sniper weapons

DSR-1

Extremely powerful Bolt Action sniper rifle with slightly higher zoom capabilities than other snipers. Is equipped with a 5 round magazine but has a Slow reload time and no suppressor is available.

M14EBR

Arguably the most effective weapon in the game, but is also equipped by many of the Enemy PMC Snipers. Comes with 3 customizable features: suppressor, flash light and laser sight. This fully automatic "sniper" has a large magazine of 20 rounds and is just as accurate as all the other snipers. Can double up as an assault rifle with deadly accuracy.

Mosin-Nagant

Tranquillizer sniper rifle that is Russian made. The optical zoom is harder to use than on the other snipers. Especially on very long shots. It sounds extremely powerful and has great stopping power, even though it seems to go totally unnoticed just like the Mk. 2 pistol. Carries 5 rounds and must be reloaded after every shot.

RAIL GUN

Obtained from Crying Wolf after you defeat her. Has 3 levels of charge, level 3 is so powerful that it can take down Gekkos in one shot. Charge up by holding the L1 button. Very powerful and comes with an optical zoom.

SVD

Russian semi-automatic sniper rifle with very high accuracy and excellent stopping power. But at comes at a price of heavy recoil, carries 10 round magazines.

VSS

Russian made sniper rifle with an integrated Suppressor and able to fire fully automatic. Fires powerful rounds unique only to this rifle but features a rather small zoom. Carries 10 round magazines.

M82A2

Extremely powerful and heavy bullpup Sniper rifle, standard for the US Army in the game. Fires a large .50BMG bullet, features the longest zoom but also the slowest reload time and extremely heavy recoil.

Light machine guns

HK21E

Powerful Light Machine gun with a 100 round capacity firing 7.62x51mm. Is perhaps the cheapest Machine Gun available at 6,000 DP and is the second most inaccurate of the LMG's due to heavy recoil when fired fully automatic. Like with all Machine Gun's, Snake will give a short roar when fired for prolonged bursts of fire.

M60E4

Powerful General Purpose Machine Gun with a 200 round capacity and is equipped by most Enemy PMC's in South America and costs 10,000 DP. Can be equipped with a large number of attachments including a Forward Grip for stability, laser sight for easier aiming, flashlight, a Red Dot Sight and a scope. Fires the 7.62 x 51mm round. Like with all Machine Gun's, Snake will give a short roar when fired for prolonged bursts of fire.

MK.46 Mod 1

Light Machine Gun firing the 5.56 x 45mm round, comes at a price of 9,000 DP. Comes equipped with a 200 round capacity but lacks in power compared to other MG's but benefits from better accuracy when fired on prolonged bursts and longer range. Is equal to the M60E4 in terms of customization. Like with all Machine Gun's, Snake will give a short roar when fired for prolonged bursts of fire.

PKM

A Russian made Light Machine Gun, firing the 7.62 x 54mm Rounds from a 100 round capacity and costs 9,000 DP. Is perhaps the number 1 most inaccurate LMG but comes at an advantage of being the most powerful. Like with all Machine Gun's, Snake will give a short roar when fired for prolonged bursts of fire.

Shotguns

M870 Custom

The M870 Custom is a 12 Gauge Shotgun used in a limited fashion by some PMC's. It carries 5 rounds but it makes a difference in the versatility of different ammunition types but must be "pumped" after every shot. It can fire standard 00 Buckshot which spreads over a wide area but is useless at long range or Slugs which fire a single solid yet heavy bullet over a distance but isn't so useful up close. It can also fire special V-Ring ammo which allows you to knock out oppenants and turn it into a non lethal weapon. It is also the most customizable shotgun, being able to be equipped with a flashlight, Dot Sight and Scope.

Saiga-12

The Saiga-12 is a semi-automatic 12 Gauge shotgun firing 8 round magazines. It's slightly less powerful than M870 Custom but benefits from a longer range due to the longer barrel and has no need to "pump" after each shot. This allows for continuous fire on an oppenant.

Twin Barrel

The Twin Barrel is a double barrelled Sawn Off Shotgun firing 12 Gauge Buckshot. It has the most appalling range and accuracy and only fires two shots but is perhaps the most powerful of shotguns at close range as it can drop most PMC's in one shot.

Masterkey

An accessory weapon of sorts that can be attached to the M4 Custom. Is equipped with the same 5 round magazine as the M870 Custom and has same ability to fire multiple types of ammunition. It allows you to attach a powerful close combat weapon to the M4 Custom. Sadly it has a slower rate of fire than M870 Custom and more recoil.

Grenade launchers

MGL-140

Gained from defeating Raging Raven. A highly accurate grenade launcher with good zoom capabilities and incredible range and accuracy for a Grenade launcher. Carryies six shots in a revolver style clip but has a very slow reload time. Another benefit is the capability of using multiple types of grenade from High Explosive, Incendiary, Stun and Smoke based Grenades.

XM25

Semi Automatic Grenade Launcher, fires special 25mm Airburst Grenades from a 6 round magazine. When in first person an optical zoom will come up. The distance between you and what is in the centre of your reticule is displayed as a green distance. You can then adjust the distance which your grenade will explode in mid air with the UP and DOWN buttons. This can come in very handy if you know how to use it. Ammunition however is both rare and expensive.

GP30

Accessory weapon for the AK102 and AN94 rifles. Fires a single 40mm caseless grenade. It vastly improves the firepower of the Ak102 and AN94 rifles but only one grenade can be fired at a time.

XM320

Accessory weapon for the M4 Custom and XM8 rifles. Has almost the same stats as the GP30 but has more options to fire different types of 40mm grenade, ranging from Stun, Smoke, High explosive and Incendiary.

Rocket launchers

Fim-92A (Stinger)

Same specs as the Stinger from previous games. Used for anti-air purposes. Has lock on capabilities and is heat seeking. Can be used against troops and other things with a relatively large heat signature.

Javelin

Extremely powerful rocket launcher. Uses a massive rocket and is one of the most lethal guns in the game. Very slow moving and hard to aim with but perfect for large stationary targets. Can fire in two modes, Direct Fire or "Top Attack" mode. Direct Fire allows you to fire the rocket directly at the target while Top Attack Mode allows you to lock on, fire and the rocket attack the top of a vehicle which it's weakest point. When you fire the rocket there is no need to stay locked on, once fired you can continue to move ahead and fire the next shot, should you need to.

M72A3

Portable anti-tank rocket launcher. Pretty effective against tanks but long reload time and small damage compared to other rocket launchers renders it relatively ineffective. However it is very light and is perhaps the cheapest of rocket launchers costing only 40,000 DP. And can also be used in Indoors.

RPG-7

Standard Rocket Propelled Grenade launcher. Optical sight provides zoom capabilities. Very accurate. Is effective more on Infantry and Light Vehicles. Some Tanks and Helicopters may require more shots to take down.

Weapon modifiers

Dot sights

Will be recognized by anyone who has played COD4. This is a scope attached on to the "iron-sights" of the assault rifle. It uses a clear glass optical zoom with a red dot in the dead centre of it. This increases first-person zoom and is a lot easier to use than the original iron sights of the gun.

Flashlights

Lowers camo index dramatically when on. It can be used in dark areas although the NV feature of the Solid Eye is a lot more useful in such situations. It can however blind enemies at close range which will give you the upper hand.

Fore grips

Increases stability of old snakes aim. Mainly used on assault rifles.

Grenade launchers

Used by pressing R2 whilst aiming. Very effective and can be used at any time whilst aiming. Come in handy when large groups appear and you instantly have to change tactic to survive.

Laser sights

Attached to side of weapon. Makes it easier to aim in "over the shoulder" view. Does not make any difference in first-person.

Masterkey (under barrel shotgun for assault rifles)

Shot by pressing R2 whilst aiming. Not very effective in comparison to the shotguns but can come in handy if in a tight close quarters spot.

Scopes

Additions to the sights of assault rifles. It modifies rifles to the same general traits as the M14EBR sniper rifle to the extent of being an assault rifle with good accuracy and zoom capabilities, although it only has one zoom range.

Suppressors

Advisable for any gun that is compatible. Does not noticeably affect accuracy or power like in other games. It makes your shots totally unnoticeable by enemies unless they are in close range of you.

Others

C4

Explosive charge seen in MGS1 and 2. An Older generation, "C3" was used in MGS3. A plastic explosive with a remote detonator, can be attached to walls, floors and bodies. It can be detonated again with "O" once placed.

Chaff grenade

Seen in all games so far. A chaff grenade confused and jams electronic equipment for a short time but also disables your radar.

Claymore

A directional landmine. When placing the mine a triangle will project forward showing the direction the mine will explode in. Once placed it explodes in the direction pointed sending thousands of small projectiles at the target. While found throughout the game, there is very little in terms of areas of where they can be used.

Grenade

Standard Fragmentation hand grenade used by PMC troops and various other NPC's. Explodes after five seconds of pulling the pin and removal of the safety lever. The Hand Grenade is used in a limited fashion but can be thrown or rolled around obstacles.

Knife

Old Snakes Knife, called the "Stun Knife" for it's multiple functions. Slash attacks cause small amounts of damage but are quick and stun oppenants often, Stab attacks instantly kill a target at close range. A Tazer attack stuns targets and knocks them out for a brief period of time. The Knife is the primary weapon for most CQC based moves.

Molotov cocktail

Labeled as "Petro Bomb" ingame. Carried by the majority of the Militia in Act 1 but is often used rarely. An improvised grenade or labelled "poor man's" grenade is designed as an anti-personal weapon. Upon impact with a surface the bottle breaks and the flammable liquid spreads over the target area. Targets hit with a molotov cocktail are engulfed in flames.

Sleeping gas mine

Variation of the claymore designed to stun and knock out targets rather than kill. Acts in the same way as the claymore with different results.

Sleep gas satchel charge

Variation of the C4 Charge designed to stun and knock out oppenants. Acts in the same way as a C4 charge.

Smoke grenades (yellow, red, blue, green)

Smoke grenades deliver a heavy plume of grey smoke. Unlike most smoke grenades these must be thrown directly at a group of PMC troops in order to take effect. This will blind foes and prevent them from seeing you. Upon completion of the game once, different colours can be purchased which like the Emotion Ammo and Emotion Magazine will deal varying effects, from Screaming, Rage, Laughing and Crying emotions.

Stun grenade

A grenade that explodes with a bright flash and ear splitting bang. Stuns targets for a short time and explodes after three seconds.

White phosphorus grenade

An incendiary based grenade. Explodes in a fiery blaze igniting all those within the blast area.