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[ About Firearms ]

Sounds of battle carnage and death screams came from the tunnel ahead. Bodies were blown backwards by exploding grenades, teammates cut down by the relentless chatter of an M60. With no other way to go, the tunnel had to be breached. Crawling out of my sniper roost, I approached the mouth of the tunnel and hunkered down into a prone position and primed my last Steilhand grenade. Slowly, I crawled into the tunnel as it wound its way to the left and right. Finally, the sounds of footsteps in the distance. I flung the grenade over a stack of crates and was satisfied when it killed two hidden enemies. Unfortunately, an opposing grenade landed at my feet. I attempted to get to my feet and bolt but the bastard blew and inflicted heavy damage. I was bleeding fast but fortunately I had a few bandages to stem the crimson flow. Footsteps approached. Readied my Steyr AUG and mowed down the fool running towards me. More followed. More bodies went down. Finally, a few teammates came to assist and we moved cautiously into the bowels of the tunnel. From out of nowhere, a sniper bullet slammed into my right leg and actually broke it. Limping along, a bloody mess near death, I had nothing to lose. Time to take one for the team. Opened up the Steyr and charged ahead as fast as I could muster, gunning down anything that moved. Finally, the end of the tunnel came into view and before me was our next objective, the bridge, which proudly hoisted the flag of our enemy. Unfortunately, the place was crawling with people all waiting for my arrival. Last thing I remember was the chatter of six different guns and the unsettling bounce of several live grenades. At least I went out in a hail of glory. Firearms gameplay as described by Chris Jensen.

Firearms is a modification of Valve Software's computer game, Half-Life. It's a realistic modification of the game, that focuses on teamplay with Half-Life gameplay altered to the extreme. New rules, new content, and 30 new weapons. It features multiplay only, and therefore it is only playable online or on a local area network. In order to play Firearms, you need to own a copy of Half-Life. Firearms being developed by the FA team and it's a non-commercial project. We are developing Firearms because we think it's fun. In Firearms you play in teams, or rather armed forces. Every time you join or start a game, you will join one of the two forces being Red or Blue. Each time you choose what weapons and optional items you want, a kevlar vest is required gear though. Each force has an certain amount of reinforcements, which stands by and are thrown into action as a game progresses. When there are no reinforcements left, and all active soldiers have the been killed, the standing team wins the battle. There are lots of different scenarios and mission objectives in Firearms, and the above rules is the basic way it plays on all of them. Each individual soldier is awarded ranks as he gets better and when he helps the team. You can also gain skills as you advances in rank. Bandages can heal your gun shot wounds, but they won't make you gain in health points, so you should be aware of the danger lurking all places, when you and your team moves into enemy territory. Firearms has been around for a long, long time. Development started back in December 1998, while the whole team were all new and had no experience in game development. The first 12 months of its development we used to evolve our own skills. To learn more about all the aspects of Firearms gaming and features, visit the Fairarms site at: www.firearmsmod.com

 
 
 
[ Firearms RC 2.5 Weapons ]



COMBAT KNIFE

Weapon Type: Knife
Ammo Type: razor-sharp blade
Ammo Capacity: n/a
Secondary Fire: Slower, more damaging Swing
Role: Melee
Credits: 0 (Default Weapon)

DESCRIPTION: When all else fails, use the knife to slash and hack away at your opponent.
 


COLT 1911 (.45 ACP-SA)
Weapon Type: Pistol
Ammo Type: .45 ACP
Ammo Capacity: 7 rnds, 4 extra clips
Secondary Fire: n/a
Role: Backup
Credits: 3

DESCRIPTION: A cheap but reliable sidearm. The 1911 lacks the ammo capacity of other pistols and its weak .45 ACP does little damage against opponents wearing armor.
 


BERETTA 92F (9mm SA-SIL)
Weapon Type: Pistol
Ammo Type: 9mm
Ammo Capacity: 15 rnds, 5 extra clips
Secondary Fire: n/a
Role: Backup
Credits: 4

DESCRIPTION: The silenced Beretta 92f is a good backup weapon for missions that require stealth and tactics. It can carry more rounds per magazine and more total magazines than the 1911.
 


BERETTA 93R (9mm SA-3RB)
Weapon Type: Pistol
Ammo Type: 9mm
Ammo Capacity: 20 rnds, 5 extra clips
Secondary Fire: n/a
Role: Backup
Credits: 4

DESCRIPTION: An unusual weapon, the Beretta 93 can be fired in both semi-auto and 3 round burst modes. While less accurate than some of the other handguns, its 20 round magazine makes up for any shortcomings.

 


COLT ANACONDA (.44 RV SA-SCP)
Weapon Type: Pistol
Ammo Type: .44 Magnum
Ammo Capacity: 6 rnds
Secondary Fire: scope
Role: Long-Range Combat/Backup
Credits: 4

DESCRIPTION: The .44 magnum revolver is an extremely powerful weapon. Having a mounted scope allows for long-range shooting, but its slow rate of fire and ability to only hold 6 rounds prevents it from being very useful up close.
 


DESERT EAGLE (.50 AE-SA)
Weapon Type: Pistol
Ammo Type: .50 AE (Action Express)
Ammo Capacity: 7 rnds, 4 extra clips
Secondary Fire: n/a
Role: Backup
Credits: 5

DESCRIPTION: If you want a good close-range backup with tremendous power at a cheap cost, here is your gun. The Desert Eagle is chambered in .50 caliber Action Express, making it extremely deadly. Its 7 rounds are more than enough to blow a few holes through your enemy.
 


BENELLI M1 (TAC 12-Gauge)
Weapon Type: Shotgun
Ammo Type: 12 gauge
Ammo Capacity: 7 rnds, 48 extras
Secondary Fire: flashlight
Role: Close Quarters Battle (CQB)
Credits: 7

DESCRIPTION: The Benelli is a standard pump-action shotgun, carrying 7 rounds internally. A bit underpowered in comparison to assault weapons, it makes a decent backup, if you have the credits to spare.
 


SAIGA 12K (Automatic Shotgun)
Weapon Type: Shotgun
Ammo Type: 12 gauge (?)
Ammo Capacity: 7 rnds, 3 extra clips
Secondary Fire: n/a
Role: Close Quarters Battle (CQB)
Credits: 9

DESCRIPTION: A Russian-made automatic shotgun. You're able to expend all 7 rounds into someone's body as fast as you can press the trigger.
 


H&K MP5A5 (9mm TAC SMG)
Weapon Type: Submachinegun
Ammo Type: 9mm
Ammo Capacity: 30 rnds, 5 extra clips
Secondary Fire: laser
Role: CQB / Short Range Combat
Credits: 7

DESCRIPTION: The standard, unsilenced sub-machinegun of Firearms. It has a built-in laser pointer for greater accuracy (you'll need it with the MP5 at medium range, forget using the weapon at all at longer ranges) and boasts an incredible rate of fire. While too weak and innaccurate to compete with the assault weapons, it can come in useful for close quarters or as a backup weapon.
 


Sterling SMG (9mm LC)
Weapon Type: Submachinegun
Ammo Type: 9mm Parabellum
Ammo Capacity: 35 rnds, 5 extra clips
Secondary Fire: n/a
Role: CQB / Short Range Combat
Credits: 8

DESCRIPTION: A nice addition to any soldier's arsenal, the Sterling boasts a very good rate of fire and a low credit cost to boot. Excellent as a backup weapon.
 


MC51B VOLLMER CONVERSION (7.62 BF-SMG)
Weapon Type: Submachinegun
Ammo Type: 7.62mm NATO
Ammo Capacity: 50 rnds, 2 extra boxes
Secondary Fire: n/a
Role: CQB / Short to Medium Range Combat
Credits: 12

DESCRIPTION: The MC51B Vollmer is a modified H&K 51. It can be a decent support weapon when used prone or crouched, and when fired in short bursts it has better accuracy. It has more power than any of the other SMGs and most assault rifles because of its conversion to 7.62mm ammunition.
 


AKIMBO INGRAM M11s (Akimbo .45 SMG)
Weapon Type: Submachinegun
Ammo Type: .45 ACP
Ammo Capacity: 32 rnds per gun, 200 extra rounds
Secondary Fire: fires both guns at same time
Role: CQB
Credits: 11

DESCRIPTION: The akimbo Ingram M11s can dish out 64 rounds in less than 2 seconds. Chambered in the slightly more powerful .45 ACP (as opposed to the M10's 9mm, unless your opponent has a lot of armor on) the M11 does considerable damage. Drawbacks are the long reload times (twice that of normal of guns if you want to reload both) and horrible accuracy. Great for room-clearing.
 


BIZON SMG (9mm HCM-SMG)
Weapon Type: Submachinegun
Ammo Type: 9mm
Ammo Capacity: 66 rnds, 2 extra clips
Secondary Fire: n/a
Role: CQB
Credits: 10

DESCRIPTION: A Russian-made SMG. Holds 66 rounds of 9mm ammo, but you won't be hitting much at medium and long ranges. Has a lower rate of fire than the MP5 series, comparable to that of the Vollmer.
 


AK-47 (7.62mm AR-BT)
Weapon Type: Assault Rifle
Ammo Type: 7.62x39mm
Ammo Capacity: 30 rnds, 5 extra clips
Secondary Fire: bayonet stab
Role: Medium-Range Automatic Weapon
Credits: 12

DESCRIPTION: Packing a heavy punch, the AK-47 is one of the better assault weapons. If your 30 rounds of 7.62mm can't kill them, then stab them with the mounted bayonet. Has good accuracy, lots of power, and decent rate of fire.
 


FA-MAS (5.56 AR-TAC)
Weapon Type: Assault Rifle
Ammo Type: 5.56mm
Ammo Capacity: 25 rnds, 5 extra clips
Secondary Fire: n/a
Role: Medium-Range Automatic Weapon
Credits: 10

DESCRIPTION: If you need quick killing power, the FA-MAS is what you want. It's incredible ROF will expend all 25 rounds faster than most other weapons in the game.
 


H&K G3 (7.62 TAC AR-LCM)
Weapon Type: Assault Rifle
Ammo Type: 7.62mm NATO
Ammo Capacity: 20 rnds, 5 extra clips
Secondary Fire: n/a
Role: Medium to Long Range Automatic Weapon
Credits: 13

DESCRIPTION: The G3A3 is one of the most accurate rifles in Firearms. In combination with the Marksmanship II skill, you can use this weapon as a sniper rifle - without a scope. Holds 20 rounds in 7.62mm.
 


STEYR AUG (5.56 BPAR-SCP)
Weapon Type: Assault Rifle
Ammo Type: 5.56mm NATO
Ammo Capacity: 42 rnds, 5 extra clips
Secondary Fire: 3.5x scope
Role: Medium to Long Range Automatic Weapon
Credits: 11

DESCRIPTION: The AUG takes the stage when it comes to long-range killing. Its scope allows for better accuracy than other assault weapons at extreme distances and its high clip capacity makes it ideal for anything else.
 


G36E (5.56 NATO AR-SCP)
Weapon Type: Assault Rifle
Ammo Type: 5.56mm NATO
Ammo Capacity: 30 rnds, 5 extra clips
Secondary Fire: 3.5x scope
Role: Medium to Long Range Automatic Weapon
Credits: 11

DESCRIPTION: Much like the AUG, the G36 has a 3 round burst mode and a smaller clip.

 


M-16A2 (5.56 AR-GL)
Weapon Type: Assault Rifle w/mounted 40mmGL
Ammo Type: 5.56mm NATO
Ammo Capacity: 30 rnds, 5 extra clips, 3 40mm contact grenades
Secondary Fire: 40mm M203 Grenade Launcher
Role: Medium Range Automatic Weapon / Fire Support
Credits: 13

DESCRIPTION: Probably one of the better weapons in Firearms, the M-16 comes with a standard 30-round clip, has semi-auto, 3 round burst, and rock 'n' roll trigger groups, and comes with a mounted M203 grenade launcher.
 


M-4 CARBINE (Carbine 5.56 AR)
Weapon Type: Assault Rifle
Ammo Type: 5.56mm NATO
Ammo Capacity: 30 rnds, 5 extra clips
Secondary Fire: n/a
Role: Medium Range Automatic Weapon
Credits: 12

DESCRIPTION: A smaller and lighter version of the M-16. It has slightly less accuracy due to a shorter barrel length (thus lower muzzle velocity).
 


PSG-1
Weapon Type: Sniper Rifle
Ammo Type: 7.62mm NATO
Ammo Capacity: 20 rnds, 5 extra clips
Secondary Fire: 3.5x scope
Role: Long Range Combat
Credits: 15

DESCRIPTION: The PSG-1 is one of the world's best sniper rifles. Comes with 20 rounds in 7.62mm NATO, has a decent rate of fire when in semi-automatic, and 5x scope. Its large ammunition capacity and high cyclic rate allow it to double as an assault rifle in some circumstances, though it should never be a replacement for an automatic weapon.
 


BARRET M82A1 (.50 A-T SR-SCP)
Weapon Type: Sniper Rifle
Ammo Type: .50 caliber BMG (Browning Machine Gun)
Ammo Capacity: 10 rnds, 3 extra clips
Secondary Fire: Cycles through different zooms
Role: Long Range Combat
Credits: 17

DESCRIPTION: The M82 is the most powerful gun in Firearms. It can kill in 1 shot, though you must hit them in the head or chest. The M82's primary role is to destroy equipment, and some say it is inhumane to use it against soldiers. Because of its weight, you can't fire it while moving.

 


M-60 (7.62 HCM-MG)
Weapon Type: Machinegun
Ammo Type: 7.62mm NATO
Ammo Capacity: 100 rnds, 2 extra boxes
Secondary Fire: n/a
Role: Fire Support
Credits: 19

DESCRIPTION: FA's only machinegun is the M-60. It has horrible accuracy unless you're lying down with it, but its 100 round box of powerful 7.62mm ammunition can rip people in half. Good for breaking legs and laying down suppressive fire.
 


M-79 (40mm GL)
Weapon Type: Grenade Launcher
Ammo Type: 40mm Contact Grenades
Ammo Capacity: 6 grenades
Secondary Fire: n/a
Role: Fire Support
Credits: 9

DESCRIPTION: If plastering enemies to the nearby walls is your kind of thing, this is your gun. This 'Nam-era grenade launcher can fire 6 40mm high-explosive rounds, and you can easily kill 2 or 3 people with 1 well-placed shot. The ultimate support weapon. NOTE: A safety device prevents the grenades from going off too close and injuring the user.
 


CLAYMORE
Weapon Type: Mine
Ammo Type: High Explosive
Ammo Capacity: 1 mine
Secondary Fire: Trip Mode
Role: Perimeter Defense
Credits: 5

DESCRIPTION: Claymores are nasty weapons that always kill someone when detonated at their feet. To place a claymore, hit the fire button. To detonate it, hit the fire button again. Hitting secondary fire when its already been placed sets it into trip mode, and anyone silly enough to walk over it gets blown into meaty giblets. NOTE: if you are using manual detonation, you can't move far before the cord runs out of length and breaks.
 


M61 FRAGMENTATION GRENADE
Weapon Type: Grenade
Ammo Type: High Explosive
Ammo Capacity: 3 grenades
Secondary Fire: n/a
Role: Room Clearing
Credits: 2

DESCRIPTION: Your standard high-explosive grenade. Lob one of these into a room, and people run for their lives. Very deadly. The longer you hold the fire button, the farther the grenade travels.
 


STIELHANDGRANATE
Weapon Type: Grenade
Ammo Type: High Explosive
Ammo Capacity: 2 grenades
Secondary Fire: n/a
Role: Room Clearing
Credits: 3

DESCRIPTION: Much more powerful than the average frag or HE grenade. You can only hold 2 of these.
 


FLASHBANG GRENADE
Weapon Type: Grenade
Ammo Type: none
Ammo Capacity: 2 grenades
Secondary Fire: n/a
Role: Room Clearing
Credits: 2

DESCRIPTION: Flashbangs do not do any damage, rather they blind your opponents for several seconds. Throw one of these into a room, followed by a few frag grenades, and you can probably get a couple of kills. An even nastier tactic is to flashbang someone and then kill them with the knife :)
 
 
 
 
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