Where is the c9mm in socom 4




















I'm also looking for this sub machine gun. Ignore my username, I'm actually a cynic.. User Info: generalghost. HappyDUDE posted Rick posted I got the sasr in one of the missions u play as 45, I believe it was the second last one Yup ricks right i confirm it. Thanks Happy, I'm on my way right now! User Info: Rick I forget exactly where the sasr was, but I do remember it was up against a box somewhere between middle and end of mission cause I didnt have it equipped long enough to get to use it, I finished the rest of the mission without killing anyone.

The team is forced to fight through them, narrowly escaping. Clawhammer begins engaging the remaining Naga forces in the region, and with Naga crippled, the NATO team now focuses on finding out what Clawhammer is up to the region. Park carries out reconnaissance operations against Clawhammer to learn their motive for treachery and discovers Commander Gorman not only alive but leading the Clawhammer forces.

Their plan is to sink a ship, the "Kurtz" in a strait in the region. As the ship is carrying several tons of explosive materials a well placed missile strike would equal a nuclear yield blast without the radioactive fallout.

Gray sends his team to secure an evacuation while he disarms the missile but he is mortally wounded by Gorman, who reveals that the operation was meant to be a major economy boost for Clawhammer and the region. Gray manages to stab Gorman in the neck with his pen and Gorman flees.

The team checks on Gray but it is too late. Gray passes his command position onto Park and orders her to find and arrest Gorman before dying.

Park leads the remaining members of the NATO forces into the capital and hunts Gorman and his remaining body guards down before they can flee the country. After fighting through the remaining Clawhammer forces, and destroying the convoy, Park tracks down Gorman, cornering him and holding him at gunpoint - the player is given the choice to either execute or spare his life. In choosing to spare Gorman's life, it is implied that he is brought to justice and spends the rest of his life in prison.

If the player kills Gorman, however, Park removes her headset, discards her weapon, and walks away. Either way, the fate and future of the NATO team is left untold.

His name and origin is never revealed throughout the game, and the only background information given to the player is that ten years earlier, he was sent on a mission in the same region that the game takes place in and was directly responsible for an incident that resulted in the civil wars and rebel uprising that occur in the present.

It has a 25 round magazine and its max ammo is rounds. It can be fitted with a reflex sight, extra ammo, faster reload, low suppressor, and replacement ammunition increased range. It has a 50 round magazine and rounds max ammo. In the SP campaign, it is used almost exclusively by ClawHammer's female combatants. It fires fully automatic and semi automatic and can be fitted with a reflex sight, extended magazine, ACOG scope, low suppressor, extra ammo, and a grenade launcher.

It carries 30 round magazines and rounds max ammo. The P carbine appears in the game as the "IAR ". It is a Spec Ops only weapon. It can be fitted with a reflex sight, extra ammo, muzzle brake, faster reload, grenade launcher, and an ACOG scope. It carries 30 round magazines and its max ammo is rounds. It can be fitted with a reflex scope, extended magazine, foregrip, extra ammo, rate for fire increaser, and a muzzle brake.

It carries 30 round magazines and has max ammo rounds. Its fire modes are fully automatic, semi-automatic, and 3 Round Burst. Its attachments are a reflex sight, low suppressor, extended magazine, foregrip.

ACOG scope, and a high suppressor. Its fire modes are semi-automatic, fully-automatic, and unlike real SCAR rifles 2-round burst. Its attachments are a reflex sight, bipod, faster reload, ACOG scope, extra ammo, and a low variable scope. It appears in cutscenes with a vertical foregrip, although such an attachment cannot be used by the player. Pre-release screenshots showed the original first-generation SCAR-H, while the finished game instead featured the current third-generation model.

Its fire modes are Fully Automatic and Semi-Automatic. Its attachments are a reflex sight, faster reload, ACOG scope, foregrip, extra ammo, and a muzzle brake. The M16A4 appears in the game as the "M16". Its fire modes are 3-round burst and semi-automatic. Its attachments are an EOTech reflex sight once acquired, the carry handle permanently disappears from the rifle, even if the player chooses not to use an optical sight , low suppressor, ACOG scope at which point a pistol grip palm rest and buttstock cheekpad appear on the rifle , bipod, and extended magazines.

The weapon is modeled with a round magazine with the appropriate ammunition count, but this visually changes to the longer round magazine once the extended magazine mod is acquired. Both magazines are equipped with Magpul Ranger Plates. Modeled with a round magazine that holds 20 rounds. It can be identified by the angle of its gas block and 7. Its fire modes are fully automatic and semi-automatic. The Colt M4A1 appears in game and is a insurgent only weapon and one wouldn't believe the uproar this caused.

Its fire modes are fully-automatic and semi-automatic. Its attachments are a reflex sight, extra ammunition, muzzle brake, faster reloading, a GP grenade launcher, and an ACOG scope. Its fire modes are Fully Automatic amd Semi-Automatic. The G36C in game is called "HS" and it is a insurgent only weapon. Its fire modes are fully automatic, semi-automatic, and 3-round burst.

Its attachments are a reflex sight, bipod, faster reloading, ACOG scope, extra ammunition, and a low variable scope. Its attachments are reflex sight, extra ammunition, increased rate of fire, foregrip, faster reload, and a muzzle brake.

Its fire modes are semi-automatic and fully-automatic and its mods include an EOTech holosight, foregrip handuard and integrated vertical grip of the Romanian AIM , an AKstyle muzzle brake, extra ammunition, and an extended magazine in the form of a round drum that holds 50 rounds. Keep me logged in on this device Forgot your username or password? Don't have an account? Sign up for free! What do you need help on? Cancel X. Topic Archived. Sign Up for free or Log In if you already have an account to be able to post messages, change how messages are displayed, and view media in posts.



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