Hollywood Silencer: Difference between revisions

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* In ''[[Grand Theft Auto San Andreas]]'' one weapon is a 'silenced' pistol. Using it in a crowded scene does not trigger a pedestrian panic (then again, pedestrians don't seem to panic when you're just lugging around an assault rifle in the open). You might even get away with a few shots. But when the target keels over dead, that's when the screaming begins.
* In ''[[Grand Theft Auto San Andreas]]'' one weapon is a 'silenced' pistol. Using it in a crowded scene does not trigger a pedestrian panic (then again, pedestrians don't seem to panic when you're just lugging around an assault rifle in the open). You might even get away with a few shots. But when the target keels over dead, that's when the screaming begins.
* In ''[[Jagged Alliance|Jagged Alliance 2]]'', pistol silencers (changed to suppressors in the fan-made v1.13) will still attract attention from nearby guards, both near you and near the guard you shot. The real "silent" option is hurling a throwing knife at unaware guards' backs and necks, though even that can alert nearby guards if they see the body fall...though if they move away before the kill and return after, they won't notice a thing. Kinda weird, that. v1.13 also introduces a wealth of new "silent" weapons, mostly the subsonic variety like the AS-VAL assault rifle and VSSK Vychlop sniper rifle, as well as suppressors for assault and sniper rifles.
* In ''[[Jagged Alliance|Jagged Alliance 2]]'', pistol silencers (changed to suppressors in the fan-made v1.13) will still attract attention from nearby guards, both near you and near the guard you shot. The real "silent" option is hurling a throwing knife at unaware guards' backs and necks, though even that can alert nearby guards if they see the body fall...though if they move away before the kill and return after, they won't notice a thing. Kinda weird, that. v1.13 also introduces a wealth of new "silent" weapons, mostly the subsonic variety like the AS-VAL assault rifle and VSSK Vychlop sniper rifle, as well as suppressors for assault and sniper rifles.
* The ''[[Metal Gear]]'' games get this almost right: Starting with ''[[Metal Gear Solid]]'', the suppressed weapons make a more realistic "puff" or "crack" sound (the silenced tranquilizer pistol makes more of a "fwip" noise because of its subsonic ammunition), and from ''[[Metal Gear Solid 3 Snake Eater]]'' onwards the suppressors wear out (apart from some weapons where the suppressors are a part of the gun itself) and can throw off your aim quite a bit - but you can still fire them inches away from a sentry's head and they won't hear a thing (except on harder difficulties in later games, and they will also hear bullets and darts ricocheting off nearby surfaces). This of course only applies to non-human opponents: Players in ''Metal Gear Online'' can hear suppressed gunshots just fine if they're alert enough.
* The ''[[Metal Gear]]'' games get this almost right: Starting with ''[[Metal Gear Solid]]'', the suppressed weapons make a more realistic "puff" or "crack" sound (the silenced tranquilizer pistol makes more of a "fwip" noise because of its subsonic ammunition), and from ''[[Metal Gear Solid 3: Snake Eater]]'' onwards the suppressors wear out (apart from some weapons where the suppressors are a part of the gun itself) and can throw off your aim quite a bit - but you can still fire them inches away from a sentry's head and they won't hear a thing (except on harder difficulties in later games, and they will also hear bullets and darts ricocheting off nearby surfaces). This of course only applies to non-human opponents: Players in ''Metal Gear Online'' can hear suppressed gunshots just fine if they're alert enough.
** The series, from ''[[Metal Gear Solid 2: Sons of Liberty]]'' onward, also realistically depicts how a silenced weapon would actually need to be set up to work properly: the tranquilizer gun has the slide lock after every shot. In real life, a properly silenced pistol would have the shot be quieter than the action of the pistol itself (the metallic clack of the slide moving back and forth), so the slide has to be locked to prevent it from working (not that the tranquilizer bullets have the explosive force to work the slide on their own anyway, but that's a different story). Hence the single-shot nature of the gun.
** The series, from ''[[Metal Gear Solid 2: Sons of Liberty]]'' onward, also realistically depicts how a silenced weapon would actually need to be set up to work properly: the tranquilizer gun has the slide lock after every shot. In real life, a properly silenced pistol would have the shot be quieter than the action of the pistol itself (the metallic clack of the slide moving back and forth), so the slide has to be locked to prevent it from working (not that the tranquilizer bullets have the explosive force to work the slide on their own anyway, but that's a different story). Hence the single-shot nature of the gun.
* ''[[Red Faction]]''
* ''[[Red Faction]]''