Half Life 2 Revolver
The Gravity Gun First Appearance: Level 5 Black Mesa East. This is one of the most powerful weapons in the game. Here are just a few techniques for beating down your with this tool. In Half-Life 2: Episode Two, the Pulse Rifle's charged orb is the only weapon capable of killing a Hunter in one shot. It reloads in an instant due to the quick reload system built into the gun, but you can only have 2 spare magazines. Later in the game, Combine carrying these are pretty common, but don't waste your ammo. The Heckler & Koch MP5K, aka 'SMG-1', is a removed weapon in Half-Life 2. It can be seen and is the primary submachine gun in the Half-Life 2 leaked alpha. The MP5K featured two firing modes: fully automatic and burst fire.
Crowbar. Range: Melee. Potential harm: 10 per strike (headcrabs die in 1 hits regardless of type). Alternate fireplace: Nothing.
Newspaper: D/A. Source capacity: N/A. Best used against: Obstacles, headcrabs (all types), zombies, manhacksThe crowbar is definitely the 1st 'tool' you find. It comes in very helpful for smashing obstacles, breaking glass, opening crates, or killing headcrabs and regular zombies. It's not quite helpful for anything else, though. Other than that, you'll only want to make use of the Crowbar when you're really pressed for ammo, such as in the level 'Ravenholm' (which is extremely rare because ammo will be in abundance for most of the video game). It is definitely only recommended that you make use of it for smaller, annoying opponents like headcrabs (all types are destroyed in 1 hit) and manhacks (kills in 1 hit on easy, 2 on regular and 3 on hard).Zero Point Power Industry Manipulator (Gravity Gun).
Natural. Variety: Close up to moderate. Max harm: Zero-Instant wipe out/Instant kill. Alternate open fire: Tractor beam.
Mag: In/A. Preserve capability: N/A. Best used against: Hurdles, headcrabs (all types), zombies, Blend troops, manhacks, ant lionsWhile officially not really a weapon, the Gravity Weapon enables you to choose stuff up and blast it aside at higher acceleration.
This is usually helpful for all kinds of issues, varying from physics puzzles to actual combat. Principal fire tasks a powerful light beam of power (usually called a 'punt') at objects that knocks them apart (this furthermore functions on headcrabs, ant elephants, manhacks, and readers). Alternate fire utilizes a tractor light beam that grasps objects (offered they are usually light enough), permitting them to be thrown with better accuracy making use of primary open fire, or lowered into place by pushing alternate open fire once again (this furthermore functions on manhacks and pulse rifle alt-fire shots). Items too remote to become picked up outright can sometimes be taken towards the consumer with secondary open fire. Towards the end of the game, the Gravity Gun will become 'supercharged' so that it is usually more powerful and can pick up natural components - the Gravity Weapon can just about pick up anything that's not really nailed down at that point.
You can differentiate this Gravity Gun by the azure hue it gives off rather of the regular orange colored one. When choosing Gravity weapon ammo, take a few points into account. Those stuff are Mass, dimension, how much it prevents your see, how well it flies, and exclusive abilities like as blades or explosions.
Bladed items usually kill in one chance, and saw blades soar fast and precisely. In the event that you obtain the huge, helicopter-like edge, it is definitely useful, but not as great at a variety. Good against large groups though. Cinder hindrances are typical in metropolitan areas, and they fly well, don't obstruct your watch much, and nearly always kill instantly. Essential oil drums (not the exploding kind) show up almost everywhere and have a lot of mass, although they obstruct your watch more than some products.
Exploding products are helpful, but keep in mind that if it gets chance, it will strike up in your face. Doors with windows, if located nicely when selected up, can take action as shields without completely impeding your watch, as can radiatórs.Pheropod (Bugbait). Bugbáit. Range: Medium.
Max harm: None of them. Alternate open fire Call. Mag: N/A. Reserve capacity: Unlimited. Best used against: Blend soldiersLike the Gravity Gun, the Bugbait isn't actually a tool at all.
However, Gordon utilizes it for a very much better cause: to summon Antlions. That'beds right, The Pheropod is actually utilized to summon Antlions to strike any enemy in the location of the Bugbait's i9000 variety; in various other terms, whereever you throw the Bugbait, they'll move right now there and strike anything in view. You'll possess an unlimited supply of Bugbait (and of program, an unlimited source of Antlions).
Think of the them as glasses and defenders fór you, as yóu'll want them throughout the entire Nova Prospekt section. Alternate open fire allows you to call them to you to protect yourself and regroup. During many of the game where you can make use of this product, you won't have any even more than four AntIions at one time; however, as soon as in Nova Prospekt, anticipate the amount to proceed way upward.Handguns HK USP Complement (9mmeters Pistol). 9mm Pistol. Range: Medium.
Max harm: 15 per round. Alternate fire: None of them. Publication: 18 models. Reserve capacity: 150 rounds. Best utilized against: Metro Law enforcement, headcrabs (Any type), Zombies, Zombine, Antlion Employees. Not Suggested: Blend Elite, Poison Zombies, Antlion Guard.The 1st firearm available in the game, the 9mm Pistol is a semi-automatic and relatively accurate tool.
It'beds quick (but not really very high) harm output makes it a useful tool in close runs into with melee enemies where precision is needless, but will be less efficient at more time ranges. It can be very helpful up to aróund Nova Prospekt, whére there are usually too many foes to concentrate on a single enemy with this low damage weapon, unless there are usually forceful barrels or á turret to take at from longer variety.357 Magnum.357 Magnum.
Range: Medium to very long. Max damage: 40 for a entire body photo, 80 for a headshot. Alternate fireplace: Nothing. Cylinder: 6 times. Reserve capacity: 12 rounds.
Best used against: Mix Elite, Leapers, Poison Zombies, Zombine, Antlion Hunters. Not Suggested: Headcrabs (Any kind), Zombies, Barnacles, Combine Troops, Antlion Employees.A really powerful tool, this handgun fire the almost all powerful standard circular in the video game. A individual bodyshot can instant eliminate weaker enemies like Zombies. Regrettably, ammunition is usually scarce, firing price is sluggish and reloading will be actually slower. Still, this is definitely precise and fatal, and headshots can eliminate almost anything, even stronger enemies like Poison Zombies and Zombiné. If you experience an Antlion Safeguard, the.357 Magnum can take it down fairly easy, if you have got the ammo to spare. For lengthy variety, you can use the HEV Suit's Surveillance camera functionality as a scope to make aiming easier.Anti-personnel weaponry MP7(Submachine Weapon/SMG).
Submachine Weapon. Range: Close to medium. Max harm: 4 per round, 13 per following. Alternate fireplace: Grenade launcher. Switch fire harm: 40 per direct strike with grenade. Magazine: 45 models. Reserve capacity: 225 models and 3 grenades.
Greatest used against: Metrocops, Mix military, AntlionsA rapid-fire invasion tool for which ammunition is usually common. It'beds not at all precise, and it will be even much less effective than the gun, but it spits times out so fast that you'll question where that 45-round magazine went. In addition, this gun provides a grenade launcher - able of eradicating groups of troops in an instant. Because of all these qualities, the Submachine Gun remains a helpful gun throughout the entire game. During the Highway 17 section, your pushchair provides a chest of infinite SMG ammunition on the back again, so this tool will be of excellent use to you.Overwatch Regular Issue Heart beat Gun (AR2).
Pulse Rifle. Range: Medium to longer. Max damage: 8 per round. Alternate open fire: Combine Ball. Alternate fire damage: Instant demise (vaporization). Publication: 30 rounds.
Reserve capacity: 60 times and 3 orbs. Best utilized against: Combine soldiers, Blend elite, AntlionsAn invasion rifle that is certainly mostly utilized by Combine models, the Pulse Rifle manages much better than its additional opposite number, the SMG. It'beds moderately powerful and can end up being used successfully against any Combine Gift or Elite, as it fire fairly rapidly. The alternative fire will be effective but really tough to control, as the orb will rapidly jump around the space and will increase on get in touch with with any organism, including you. In, the Heartbeat Rifle's charged orb can be the just weapon capable of eliminating a Hunter in one photo. It reloads in an quick owing to the fast reload program constructed into the gun, but you can just have got 2 extra magazines.
Later in the game, Combine holding these are usually pretty typical, but don't waste materials your ammó.SPAS-12(Shotgun). Shotgun.
Variety: Close up to medium. Max harm: 48 per shell (8 harm per pellet). Alternate fire: Double-barrel boost.
Alternate open fire harm: 84-100 per covering (12 damage per pellet). Mag: 6 shells.
Reserve capacity: 30 covers. Best used against: Zombies (all varieties), Combine soldiers, Combine elite, AntlionsA pump-actión shotgun. It looks powerful, noises effective and, almost all importantly, can be effective.
This weapon can be poorer than the pistol at long range, about simply because great as the SMG at medium variety, and extremely effective at shut range. Purpose for the mind at close up range, and for centre bulk at moderate range; don't also bother making use of it at lengthy range. Notably, this gun reloads covering by shell. 6 shells can end up being loaded into the shotgun at once.
Primary fireplace launches one shell, and alternative launches two. The Shotgun will be very helpful for having treatment of Leapers and Blend quickly.Crossbow. Crossbow.
Range: Pretty Long. Potential damage: 100 per rebar. Alternative open fire: Scope. Alternate open fire damage: N/A. Stock: 1 rebar. Reserve capacity: 10 rebars.
Greatest used against: Combine soldiers, Mix eliteThe crossbow is definitely HL2's comparative of a sniper rifle. It'beds noiseless, it offers a scope, and it'beds able of eliminating almost anything in one photo.
Despite its strength, this 'weapon' does have a several drawbacks. Very first of all, the projectile moves at a slow speed, and drops a bit in trip, so it is definitely difficult to hit moving focuses on. Unless you have great aim, don't even try shooting one. Next, it can only insert 1 bolt at a period, therefore it will take some time to refill after every shot.
Lastly, ammo will be very scarce. Despite becoming this game's 'sniper rifle', the crossbow will be actually quite effective at close up range.One additional, very fascinating fact is definitely that if the participant is designed at the floor at a immediate position towards the foe, the bolt will bounce right off the surface killing the enemy with excellent accuracy; this weapon is furthermore recognized to pin opponents to close by walls.Forceful weapons Fragmentation Grenade.
Frag Grenade. Range: Moderate to very long.
Max damage: 125 per grenade. Alternative open fire: Fall. Alternate fire damage: 125. Mag: D/A. Preserve capacity: 5 grenades. Best utilized against: Combine soldiers, Mix elite, fixed turretsYou'll discover these explosive grenades pretty early in the game.
They're also exceptional against fixed turrets you'll experience in later levels, and they're excellent for getting out large organizations of foes, as well as snuffing thém out. You cán throw them at fairly long distances, but that distance is rather restricted by Gordon's throwing power. Alternate fire varies depending on your stance. If you are standing up, you will fall a grenade, causing it to get very nearby- generally at your feet. If you are usually crouching, however, it will roll a grenade rather, which is usually helpful for doing damage to concealed floor turrets. Remember to remain as far aside from grenades as possible, because you can get captured in the great time as properly.If you are great with your gravity weapon, you can fall a grenade, then choose it up with your gravity gun and boost it at your enemy.
Half Life 2 Handgun
This raises the range of the grenade, and also enables it to become virtualy undodgeable, because it explodes in the atmosphere immediately rather of on the terrain after a few seconds. However, if you're also not cautious, you can effortlessly suicide this method, so create certain you know how lengthy grenades timers are therefore you wear't obtain an growing market in your face.Rocket-Propelled Grénade Launcher (RPG). Rocket Launcher.
Range: Long to Very Long. Potential harm: 200 per rocket. Alternate open fire: Laser beam track. Alternate fire harm: D/A. Box: N/A.
Preserve capability: 3 rockets. Best used against: Gunships, stridérsThe Rocket-Propelled Grénade Launcher, ór RPG for brief, will be the nearly all powerful weapon in the sport.
As a result, it should only be utilized against the toughest foes like Gunships ánd Striders. When making use of the RPG, initial fireplace the projectile; after that guide the rocket by maintaining the laser department of transportation (the crosshair) where you would like it to proceed. The rockets will automatically stick to the targeting laser, making it even more efficient against soaring targets.