Site Navigation | ||
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Home Page | - Introduction and credits. | |
Principles | - General behavior of firearms and explosives. | |
Weapon Details | - Detailed descriptions of each weapon. | |
Weapon Comparison | - Ranking of weapons by performance metrics. | |
Multiplayer Modes | - Analysis of multiplayer weapon combinations. | |
Realism | - Authentic and inaccurate aspects of gameplay. | |
Methodology | - Techniques used to measure several metrics. | |
Each weapon below is rated by the damage it inflicts with a head shot.
The most common damage rating among the firearms is
Each shot that hits the player during a mission has the effect of a limb hit, simulating enemy characters that are consistently mediocre shots.
Quickly squeezing Z fires a single shot from most weapons, although it is difficult to consistently fire single shots from any of the faster automatic weapons. Assault rifles normally fire a three round burst; to fire a single shot from an assault rifle, press L or R to select aiming mode.
The GoldenEye guns vary significantly in accuracy. Note the distinction between a gun's inherent accuracy - which results from the dynamics of its ammunition and barrel - and a gun's accuracy during rapid fire, when recoil shakes it in the character's hands. The weapons generally have good inherent accuracy (some earning the note `precision weapon' in their description below) except for the Klobb and shotgun. Recoil affects automatic weapons more seriously than it affects pistols.
Although there are over a dozen firearms available,
they share only five kinds of ammunition -
and each player carries but a single supply of each kind.
This has surprised more than one player who
exhausts his machine gun ammunition during a difficult mission
only to find his pistol clip empty as well.
During engagements in which ammunition is limited,
difficult decisions must be made about which weapon
will best use the rounds available;
while an RC-P90, for instance,
causes quite significant damage with each hit,
rounds are more likely to be wasted
than with the more
Explosions are not bound by walls, floors, or other surfaces. This means it is possible to be burnt through a door or wall, or by an explosion below the catwalk on which a character is standing.
An explosive will detonate prematurely if hit by a bullet or if it encounters the flame of another explosion. This is true both of mines - which may be cleared in either manner - and of other explosives, which can be shot while they are in midair.
When a player in multiplayer mode selects grenades or a mine, his character will hold one in his right hand. Like other explosives it can be detonated by heat or being shot, inflicting moderate to severe damage upon the character. This danger should be kept in mind when an explosive is selected. Oddly enough, once the hand held explosive has been detonated, it does not reappear until the player deselects and reselects that weapon.