Classification of weapons (Resident Evil 7)
Here is a list of weapons from top to bottom, from strongest to weakest, depending on capacity.Under the monster refers to those critters in the basement.
Data about the damage listed for normal difficulty.
1. Magnum 44 MAG kills with one shot to the head from any distance. Located in one of the cages in the trailer to get, you will need 9 ancient coins.
Plus – a very large destructive power.
Minus – a small number of cartridges at the location.
2. Albert-01R (with enhanced ammo) – stopping power is almost the same as the Magnum but the MAG is much smaller. Kills with a single accurate shot to the head from any distance. Inaccurate when fired from two. Will lie in the vault, after beating the game.
Cons – the clip is being charged only three bullets when firing conventional ammunition killing power is reduced by half.
Pros – uses common pistol cartridges. A large number of cartridges at the location. Much killing power when shooting enhanced bullets.
3. The grenade launcher is much killing power, kills in one shot incendiary ammo, when injected into the body. The location of the Pantry (Stores), 1st floor of the Main house. To obtain the required key with black.
Cons – takes up two slots in your inventory, a small number of cartridges, a long departure of the projectile, reloading after each shot, making it ineffective against fast moving targets in open spaces. Only useful in the narrow corridors.
4. M21 shotgun (shotgun) – great killing power, kills with one shot in the head at close range, long range with two. Location – hall of the Main house.
Minus the MAG 2 rounds, frequent recharging is required REM-set.
Pros – the average number of patrons on the scene.
5. Pump-action shotgun M37 - average killing power, kills with two headshots at close range, from a far distance – three or four, depending on accuracy. Location – room Mrs. Baker, 2nd floor of the Main house (in the Russian localization, for some reason labelled as room grandmother). Requires a key with a Scorpion.
Pros (compared to shotgun) – clip 4 rounds.
Cons – a Large scatter. Not effective at long range.
6. The M19 pistol (with improved ammunition) – 3-4 shots to the head. With precise hit at close range you can kill with two shots. When firing conventional ammunition killing power is reduced by half, monsters is better to shoot first leg (2-3 shots in the knee) and then shoot in the head.
Pros – lots of ammo, a large clip -7 PCs., lethal force is higher than the base of the G17 pistol, produced in the beginning of the game.
Cons – need REM-set. In the presence of AB-01R, is losing relevance.
7. Automatic P19 – Low stopping power, high consumption of cartridges, a large recoil, making it difficult to conduct aimed fire. Effective only on the ship, combined with remote bombs. Get on that ship, in the captain's cabin. Need the key to the weapons Cabinet.
Pros – big cage 64. If you only shoot in the head, it is quite a sufficient number of cartridges on location, not to have a deficit.
8. The flamethrower is only effective against bees. Great fuel consumption, Occupies two slots in the inventory. After the fight with Margaret on it, you can safely forget. Location – Old house, 1st floor. You need to assemble two parts. Occupies two slots in the inventory.
9. Gun PMP – a small killing power is higher than the base of the G17 pistol, but lower than the M19. While shooting enhanced bullets, very even nothing, but we get it only on the ship, closer to the end of the game, when you already have a weapon much better. Clip - 9 rounds.
10. G17 base gun – a very small lethal force is used only when no other weapons, it is advisable to shoot at a heightened ammo, as usual too much consumption (easier to run than to kill). Location – Garage, on the floor, immediately after the death of a police officer. The MAG is 10 rounds.
Perhaps this description of the weapon, will help someone to understand that it is better suited for his style of play. I just want to add that the mentioned specifications are approximate, and obtained exclusively empirically, since there are no exact numbers on damage. Total damage depends not only on the chosen weapon, the distance to the target, but also on the accuracy in a certain part of the body.
What is there to understand ? Flamethrower on 1ну location - the HOUSE of bees or flies XS I , then the weapon itself in the game , and do not, it can just run or hide from the monsters without shooting at all , the first half of the game is a Glock pump-action shotgun , the second a colt 1911 and a shotgun . And it is generally not critical , as once again gun in the game almost nowhere. Never once with the Magnum and the grenade launcher is not fired , since the bomb was remote a lot , by the end of 10 and 15 pieces .
Sergei Dobrovolsky
I personally walked and cut down all that is not love to run, besides the first passage, not knowing what will happen next, tried to save ammo, how to know that by the end of the game most of the weapons just do not need. A topic was created because people asked...
That's the game, I have not played, passing was looking, so all the old habit cartridges and supplies save, mid-game, reset all the inventory for one reason or another, and in the end it actually does not really need (though it returns everything that has been accumulated in the beginning), well, in a couple of places only, here are some funny) IMBA is that if the game gives you, use it now, then it may not be necessary at all) is Not that hardcore as far as supplies go, that was in the previous parts)
DANYY_D
Compared to the classic first parts of the game is very short and simple. Though much of it is reminiscent of the good old rezik, only in a new wrapper, but I personally was not enough. I just started to take in the sights, and here on you - the end.
At first thought, it seemed, but the repeated passage convinced. If you just aim and shoot, the weapon held in the hands as firmly on the tripod. But it should appear to the enemy as it immediately begins to float, aim more difficult. And not like moving, and the trunk swinging.
maxminus wrote:
But it should appear to the enemy as it immediately begins to float, aim more difficult.
Heh, heh... Worried?