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Weapons
Half-Life 2 sees the return of many weapons from the original including fan favourites like the crowbar and gauss gun. While Valve haven't expanded Gordon's arsenal too radically, there will be plenty of new lethal gadgets to get your HEV-suited hands on.

Inventory System
In earlier builds of the game (such as seen in the Coastline video from E3 2003), only one primary weapon could be carried at any one time. However, Valve has since updated the situation,
That was something we were experimenting with, however it's since gone back to the HL1 method of carrying all of your weapons.
-Rick Ellis, April 29, 2004


Crowbar
Acquired: Chapter 2, A Red Letter Day
Damage: 10
Sec. Fire: None
Chamber/Max Ammo: N/A
Gordon's old faithful makes its return, albeit with a pretty graphical facelift. Mainly used for breaking through wooden objects, the crowbar also comes in handy when trying to conserve ammo.

USP Match
Acquired: Chapter 3, Route Kanal
Damage: 5
Sec. Fire: None
Chamber/Max Ammo: 18/150
Replacing the Glock from the original Half-Life, the H&K USP Match is HL2's standard pistol. What it lacks in power, the USP makes up for with a sizeable 18 round semi-automatic clip.
Magnum
Acquired: Chapter 4, Water Hazard
Damage: 40
Sec. Fire: None
Chamber/Max Ammo: 6/12
Another favourite from the original, the powerful magnum handgun is Gordon's pistol of choice. Its small bullet capacity and slow reloading time are more than made up for by its raw stopping power.
Submachine Gun
Acquired: Chapter 3, Route Kanal
Damage: 4/bullet, 13 bullets/second
Chamber/Max Ammo: 45/255
Sec. Fire: Grenade Launcher
Damage: 40
Chamber/Max Ammo: 1/3
A moderately powered sub-machine gun, the MP7 is HL 2's equivalent to the MP5 from the original (complete with attached grenade launcher). Reloading between fire fights is a must to properly use the 30 round clip.
Shotgun
Aquired: Chapter 6, "We Don't Go to Ravenholm"
Damage: 56* (8 per pellet, 7 pellets per shot)
Chamber/Max Ammo: 6/30
Sec. Fire: Double-shot
Damage: 84* (12/pellet, 7 pellets/shot)
*Varies with range
Although virtually useless at long range, this 6-round Italian-manufactured pump action shotgun is enough to dispatch any man-sized enemy up close. Even if you're not the best marksman, the buckshot from this baby will hit anything near your crosshair at close range. The double-shot is particularly effective against fast zombies.
Overwatch Standard Issue Pulse Rifle
Acquired: Chapter 6, "We Don't Go to Ravenholm"
Damage: 8/bullet, 10 bullets/second
Chamber/Max Ammo: 30/60
Sec. Fire: Fusion core
Damage: 100 (instant death to human-sized enemies)
Chamber/Max Ammo: 1/3
The Overwatch's weapon of choice, the OSIPR is a more powerful alternative to the regular SMG. Its secondary function fires an energy orb which vaporizes any human-sized enemy (including their weapon) in its path. Multiple kills are possible as the orb continues to ricochet for serveral seconds.
Crossbow
Acquired: Chapter 7, Highway 17
Damage: 100
Chamber/Max Ammo: 1/10
Sec. Fire: Zoom
Damage: 100 (instant death to human-sized enemies)
Chamber/Max Ammo: 1/3
Despite a long reload time and slow dart speed, the crossbow always has been and still is an accurate and stealthy option for dispatching opponents. The secondary-fire zoom makes it especially apt for picking off stationary long-distance targets.
Zero Point Energy Field Manipulator (Gravity Gun)
Acquired: Chapter 5, Black Mesa East
Damage: Varies
Chamber/Max Ammo: N/A
Sec. Fire: Grab
Now here's a weapon you'll have some fun with. It levitates any small to medium-sized targeted object into the air, holding it aloft in its gravity-defying grip until discharged. Once the object has been "grabbed" by the manipulator's beam, it can be moved around and thrown as you wish.
Zero Point Energy Gravity Gun (Organic)
Acquired: Chapter 13, Our Benefactors
Damage: Varies
Chamber/Max Ammo: N/A
Sec. Fire: Grab
The gravity gun's more versatile twin not only has a lot more power than its little brother but also the ability to manipulate organics. Bowling for Combine.
Rocket-Propelled Grenade Launcher (RPG):
Acquired: Chapter 7, Highway 17
Damage: 200
Chamber/Max Ammo: 1/3
Sec. Fire: None
Gordon's trusty rocket launcher is back to cause some more ballistic mayhem. The rocket launcher now locks on to certain enemy targets, making it highly effective at destroying even fast moving foes. It's the weapon of choice for bringing down Striders and Combine Gunships.
Fragmentation Grenade:
Acquired: Chapter 3, Route Kanal
Damage: 125
Chamber/Max Ammo: 1/3
Sec. Fire: Roll
You'll be able to blow your enemies sky high with this high-explosive grenade. Advanced weapon tactics include picking grenades up with your Gravgun and throw them back at your enemy.
Pherapods (Bugbait):
Acquired: Chapter 8, Sandtraps
Damage: Immobilization (Combine), Death (Antlion Attack)
Chamber/Max Ammo: N/A
Sec. Fire: Squeeze (attract Antlions)
Once thrown, it attracts friendly alien antlions to it, ready to do your bidding. Throw it at an enemy combine soldier and sit back and enjoy the carnage.


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