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Soldier of Fortune II: Double Helix: Difference between revisions

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{{Game Title}}
{{Game Title}}
''Soldier of Fortune II: Double Helix'' is the sequel to [[Soldier of Fortune]], it aims for more realism than the first game and has several new features:
Firearms now have working fire selector modes, while the cap for semi auto and burst (with burst being slightly faster) is capped slower than fully automatic fire, this also means they're more accurate as fully-auto fire with weapon inaccuracy turned on (which it is in most difficulties.) gets incredibly inaccurate quickly.
Mullins can now crawl on the ground, oddly this is only used for stealth/cover as Mullins cannot actually use any weapons when crawling, the player is completely incapable of any offensive actions while doing so.
The game would be followed up by [[Soldier of Fortune: Payback]], originally intended as an unrelated budget FPS until Activision decided to make it a "full" installment in the Soldier of Fortune series.


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[[Image:USSOCOM.jpg|thumb|500px|none|Mark 23 in-game.]]
[[Image:USSOCOM.jpg|thumb|500px|none|Mark 23 in-game.]]
[[Image:Mk23lam.jpg|thumb|500px|none|The Mark 23 with a suppressor and a LAM.]]
[[Image:Mk23lam.jpg|thumb|500px|none|The Mark 23 with a suppressor and a LAM.]]
[[Image:SoF2_TacLightMK23.jpg|thumb|500px|none|The Mark 23 with a tactical light.]]
[[Image:SoF2_DualMK23.jpg|thumb|500px|none|Holding dual Mark 23 pistols.]]


==IMI Desert Eagle Mark XIX==
==IMI Desert Eagle Mark XIX==

Revision as of 07:54, 24 June 2023

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Soldier of Fortune II: Double Helix (2002)

The following weapons appear in the video game Soldier of Fortune II: Double Helix:
Soldier of Fortune II: Double Helix is the sequel to Soldier of Fortune, it aims for more realism than the first game and has several new features:

Firearms now have working fire selector modes, while the cap for semi auto and burst (with burst being slightly faster) is capped slower than fully automatic fire, this also means they're more accurate as fully-auto fire with weapon inaccuracy turned on (which it is in most difficulties.) gets incredibly inaccurate quickly.

Mullins can now crawl on the ground, oddly this is only used for stealth/cover as Mullins cannot actually use any weapons when crawling, the player is completely incapable of any offensive actions while doing so.

The game would be followed up by Soldier of Fortune: Payback, originally intended as an unrelated budget FPS until Activision decided to make it a "full" installment in the Soldier of Fortune series.


Handguns

M1911A1

The M1911A1 is the first handgun you are given in the game. It has a 7-round magazine and can also be dual-wielded. It appears to have some custom features, such as a 'combat'-style hammer and dot sights.

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Colt M1911A1 - .45 ACP
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M1911A1 in-game.

Heckler & Koch Mark 23 Mod 0

The Heckler & Koch Mark 23 is the main recommended sidearm on the 'loadout' screen before missions, first available to select on said loadout screen before the start of the Columbia levels. It has a 12-round magazine, and is available with either a rail-mounted flashlight, the laser-aiming module (LAM), or with the suppressor mounted. Can also be dual-wielded.

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Heckler & Koch Mark 23 - .45 ACP
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Mark 23 with suppressor mounted - .45 ACP
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Mark 23 in-game.
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The Mark 23 with a suppressor and a LAM.
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The Mark 23 with a tactical light.
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Holding dual Mark 23 pistols.

IMI Desert Eagle Mark XIX

A chromed Desert Eagle Mark XIX, named the "Silver Talon" like Soldier of Fortune, is available as a sidearm in multiplayer with the Gold Edition. (and available in singleplayer with 'Give All' cheat or mods.) As with the other handguns, it can also be dual-wielded. The in-game weapon features a non-fluted barrel indicating it was modeled after a .50AE variant. Despite the different calibers, this weapon uses the same .45 ACP ammo stock as the 1911A1 and Mk23 pistols, likely since being a patched-in-weapon they didn't bother making a new caliber for one new weapon. It has a 7-round magazine.

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Desert Eagle Mark XIX with brushed chrome finish - .50 AE
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Silver Talon in-game.

Shotguns

Mossberg 590 Cruiser

The first and main shotgun encountered in the game is the Mossberg 590 Cruiser. First found in one of the Prague levels, it is Available afterward for equipment loadouts before starting missions. It is wielded by enemies throughout the game, most notably in the Colombia mission levels. It carries 9 shells in the magazine tube.

In the Prague levels, which take place in 1989, the Mossberg 590 Cruiser is used by certain Czechoslovak indoor guards who oddly speak Russian. The usage of the Mossberg 590 Cruiser is inaccurate, since it had just been released and wouldn't have ended up with the Czechoslovak military; more likely these guards would be issued Sa vz. 61 Skorpions instead.

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Mossberg 590 Cruiser with extended magazine tube - 12 gauge
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Mossberg 590 Cruiser in-game.

Daewoo USAS-12

The USAS-12 is the only other shotgun in-game. It is available in later mission loadouts, and used by some enemies, mainly in the Hong Kong levels. Can be fired semi-automatic or fully-automatic, and uses 10-round box magazines. Quite difficult to control when fired on full-auto.

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USAS-12 - 12 gauge
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USAS-12 in-game.

Submachine Guns

IMI Micro Uzi

The main SMG encountered in-game is the Micro Uzi. It is vailable in later mission loadouts, and used a lot by enemies in the Hong Kong and Seaward Star mission levels. It uses 30-round magazines and can be dual-wielded. Very inaccurate when fired in long full-auto bursts.

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IMI Micro Uzi with bent trigger guard - 9x19mm Parabellum
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Micro Uzi in-game.

M3A1 "Grease Gun"

The M3A1 "Grease Gun" is the first automatic weapon you will receive, used by enemies in the Prague mission levels. The weapon has a conical flash-hider. The weapon (correctly) uses the same .45 ACP ammo stock as the handguns, giving it a lower max ammo amount than other automatic weapons. It is fairly accurate and controllable, but slow-firing.

The choice of the M3A1 is very odd, given these are supposed to be members of the Czechoslovak People's Army who wouldn't be issued M3A1's; more likely something like the Sa vz. 61 Skorpion or the Sa vz. 58 rifle would've actually been used.

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M3A1 "Grease Gun" with M9 flash hider - .45 ACP
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M3A1 in-game.

Heckler & Koch MP5A5

The final SMG in-game is the Heckler & Koch MP5A5, simply called "MP5" in the game, fitted with a sound suppressor (the weapon's draw animation always shows fitting the suppressor on when you ready the weapon, however it can not be attached/removed manually). It can fire in semi-automatic, three-round burst, and fully-automatic, and is available as a primary weapon in multiplayer with the Gold Edition. (Though Mods/Cheats can add it to the Single Player.) It is shown as using early straight 30-round magazines. Despite it being a 'suppressed' weapon, the in-game P.A.D.D. (Personal Audio Detection Device) shows that it is as noisy as other non-silenced weapons, this is likely due to being added in the Gold Edition Patch for multiplayer-only use.

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Heckler & Koch MP5A5 - 9x19mm Parabellum
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First person view of the MP5. If the picture is seen at full resolution, one will note the transparent yet correct markings for both three-round burst and full-auto on the reciever, indicating the gun is modeled after an actual MP5A5.

Assault Rifles

Colt Model 727 with M203 Grenade Launcher

The Colt Model 727 appears as "M4" in the game. This is the recommended primary weapon in pre-mission loadouts until the introduction of the OICW. It can fire in semi-auto, 3-round burst, or full-auto; this is incorrect, as the 727 only has semi and full-auto modes. Alternate fire fires the mounted M203 grenade launcher. It uses 30-round magazines and is used by many enemies later in the game.

The world model of the 727 has no M203 Launcher, yet any 727 Mullins picks up will suddenly have a Grenade Launcher/give him M203 Grenades.

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Colt Model 727 with M203 grenade launcher - 5.56x45mm NATO and 40x46mm grenade
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"M4" in the game. Note how the weapon is missing the forward flip-up sight for the M203 launcher.
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An "M4" in training with no M203, well, until Mullins picks it up anyway.

AK-74

The AK-74 is a common assault rifle heavily used by enemies throughout the game. The AK-74s in the game are stated to have been converted from the standard 5.45x39mm to 5.56x45mm NATO. As such, they use the same 5.56 ammo stock as the 5.56mm rifles in the game. Like all other assault weapons in-game, this weapon fires in semi-auto, three round burst, or full-auto, which is incorrect for the AK-74's semi-auto/full-auto modes. A separate, upgraded version of the rifle is available with a non-detachable bayonet, which can be used as a melee weapon.

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AK-74 - 5.45x39mm
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AK-74 in-game (bayonet-mounted version shown).

SIG SG 551

Another available assault rifle is the SIG SG 551, fitted with an unknown 3x scope. It uses 30-round magazines and can be fired in semi-auto, 3-round burst, or full-auto. Available as a primary weapon in multiplayer with the Gold Edition and single player use is only available via mods or cheats.

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SIG SG 551 - 5.56x45mm NATO
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First person view of the SG-551.

Heckler & Koch XM29 OICW

The Heckler & Koch XM29 OICW is used in the single-player game, becoming available after Mullins tests it out at 'The Shop' some ways into the game. It uses 30 round magazines for the 5.56 rifle part of the weapon, firing in either semi-auto, 3-round burst, or full-auto. After it is available, it surpasses the M727 as the recommended primary weapon.

The weapon in the game has a multi-purpose sight that can be used as a sniper scope (with night-vision and up to 20x magnification), can identify targets with friend-foe type recognition, and acts as the range calculator for its grenade launcher.

The game attempts to simulate the complex HEAB (high explosive air burst) functionality of the real weapon. The grenade rounds must be lased at a point downrange, but once lased, are shot normally; they will explode at the displayed distance, which can be adjusted manually with two of the alt-fire keys, and the sight provides a marker indicating the elevation required to land a grenade at the lased distance. This allows the player to, for example, lase a wall, increase the distance slightly and fire over it to have the grenade explode in mid-air just behind it. The sight must be used with the 'lase' to fire the launcher, making it rather awkward to actually use in the game; this is not a feature of the real OICW, which could also fire grenades in impact-detonation mode. The grenades are fired from 6 round magazines and are not interchangeable with the grenades for the M203 or MM1; realistic, since the 20mm launcher on the OICW would not be able to chamber a 40mm grenade.

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Heckler & Koch XM29 OICW - 5.56x45mm NATO and 20x28mm
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First person view of the OICW.

Machine Guns

RPD

The RPD light machine gun is seen as a fixed/mounted weapon in the Prague levels. It's highly inaccurate for the Czechoslovak military to use, given the adoption of the UK vz. 59 by the Czechoslovaks instead of the RPD. Also by the in-game setting of 1989, the RPD had long been replaced by the PK machine gun.

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RPD - 7.62x39mm
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Mounted RPD in-game.

M60

The M60 machine gun is available as a second main weapon for singleplayer loadouts, and is also seen as a fixed/mounted weapon in parts of the game. It is quite powerful, but fires quick and depletes ammunition fairly rapidly. The portable version of the weapon uses 99-round belts fed from an attached ammo box. Notably, two of the sub-bosses carry an M60.

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M60 - 7.62x51mm NATO
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M60 in-game

Sniper Rifles

Heckler & Koch MSG90A1

The Heckler & Koch MSG90A1 is the main sniper rifle in-game, weapon available quite early on, and used by enemies throughout the game. Despite being shown using what appear to be 20-round magazines, the capacity on the weapon is only 5 rounds. The weapon also does not contain a bipod. The MSG90 is also the weapon of choice for "Deviant 1" at the end of the Hong Kong mission.

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Heckler & Koch MSG90A1 - 7.62x51mm NATO
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MSG90A1 in-game

Launchers

Hawk MM1

The Hawk MM1 grenade launcher is available as a primary 'heavy' weapon on mission loadouts starting with the Seaward Star mission. It fires a cylinder of 10 grenades, all loaded individually. It uses a different 40mm grenade ammo pool than the M203 grenades.

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MM1 MGL - 40mm
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MM1 Grenade Launcher in-game

RPG-7

The RPG-7 is also available as a primary 'heavy' weapon on mission loadouts in multiplayer.

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RPG-7 - 40mm
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RPG-7 in-game.

Grenades

M67 Hand Grenade

The M67 hand grenade is the standard US explosive fragmentation grenade, available on mission loadouts.

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M67 'Baseball' Fragmentation Grenade
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Holding an M67 while looking at a low quality M67 on a box of M67 Grenades.

L2A2 Hand Grenade

The L2A2 hand grenade is found and used by enemies mainly on the Hong Kong mission levels.

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L2A2 hand grenade

AM/M14 Incendiary Grenade

The AN/M14 incendiary grenade appears in-game, spewing a blast of flame when thrown. Available later in the game on mission loadouts.

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AN/M14 incendiary grenade
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M15 White Phosphorous Grenade

The M15 white phosphorous smoke grenade is available in later mission loadouts. It not only acts as a smoke grenade, but also can be used offensively, blasting white phosphorus particles on enemies. It is a slightly bizarre inclusion as the grenade was retired in favour of the M34 in the 1950s.

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Replica M15 white phosphorous grenade
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M84 Stun Grenade

The M84 stun grenade is available very late in the game on mission loadouts. When thrown, it makes a deafening noise and blinding flash when it goes off. Will temporarily stun and neutralize enemies without killing them.

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M84 stun grenade
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SMOHG92

A Swedish offensive grenade.

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F-1

The F-1 hand grenade appears infamously as the grenade of choice of enemies in the Colombia levels, where the design of the jungle and foliage makes it very hard to see them coming and even harder to get out of the blast radius in time.

F-1 hand grenade
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Mullins holds a captured F1 Grenade.

MDN-11

A German hand grenade heavily used by enemies at the later in the game.