How effectively the projectile staggers the target. The ingame calibre is specified to be 7.62x67mm, making it .300 Winchester Magnum. Unusually for a game, the 50-round polycarbonate magazine is correctly shown as translucent, and visibly empties as the weapon is fired in first person. Distracts enemy on sight for a short time. Since all players start off with the cheapest weapons, it's much more effective to be handy with those weapons and move up to improved weapons if you so decide. The game features an accessory system for weapons, with certain guns able to be customised; this is rather inconsistent, with many weapons not able to receive any modifications at all while only a handful have more than one or two accessory points, the majority limited to either an optional suppressor, underbarrel launcher or taclight. Disarm some militia just before armored dozer appears at Vista Mansion in Act 2. One magazine is added to the stock every time a weapon's magazine is fully depleted; regardless of the weapon, it will always be shown as this type when thrown. However, taclights used by player characters in Metal Gear Online did not behave in this manner and would remain switched on until manually turned off. The Thor .45-70 is a highly accurate and incredibly powerful single-shot break action pistol (referred to in the description as a "hand rifle," but more accurately described as a rifle-caliber pistol) that must be manually chambered after every shot. As with the Stun and Chaff grenades, it seems the in-game model was actually based on an Airsoft gas charger bottle; the shape of the grenade body is distinctly incorrect for a real M67 but matches several gas charger models. It is also stuck with using a low-capacity 20-round magazine ingame (intended for use for when the MP7 is issued as a select-fire backup weapon), instead of its more appropriate 40-round magazine. However, the Mosin Nagant rifle in this game has a 5-round internal magazine capacity (compared to The End's rifle which was single shot only), and is no longer treated as a silenced weapon. Until he rendezvouses with the Metal Gear Mk II, the AK-102 is the only firearm that Solid Snake has at the beginning of the game, forcing the player to rely on stealth to get past the game's introductory level. It can be equipped with a GP-30 grenade launcher. Suppressed weapons will no longer revert to being unsuppressed once an attached suppressor is worn out; instead, a replacement will automatically and instantly be attached, even if the previous one wore out in the middle of the gun's firing a long burst. Note that bullets have some travel time before they reach their intended target, but are not affected by wind and gravity. It shares the ammunition reserve of the XM320, and can use the same four ammunition types: HE fragmentation, white phosphorous, "flashbang" stun rounds and smoke rounds. Furthermore, suppressors in the game are handled differently (and less realistically) than they were in the previous game. Silent rounds. It comes equipped with a visible laser sight. A 10-inch barrelled variant with a scope can be unlocked, and is also used by Meryl. Maintains sleep/stun damage over effective range. The only time it is shown firing correctly is during Act 1, when a group of hidden PMC soldiers will fire missiles in top-attack mode to destroy a rebel BMP-3 IFV if the player protects it for long enough. Only weapons count towards weight; ammunition is treated as weighing nothing. The Saiga-12 can be purchased from Drebin. Human enemies have 1000 health in Virtual Range. The PSS can be found in several areas throughout the game or bought from Drebin; Drebin seems to have an odd fondness for this weapon, and it commands a premium price when found. Since its debut in Metal Gear Solid, the SOCOM has become one of Solid Snake's signature weapons. It is extremely silly. This weapon is available in multiplayer, and if the "Drebin Points" option is enabled, the AK-102 becomes the cheapest assault rifle in that mode. The rebel militiaman also refers to it as "the very latest model", when in actuality the weapon was designed in the 1980s, some 30 years before the events of the game take place. The sheer number of attachments, combined with excellent accuracy, low recoil and the abundance of 5.56mm ammo, makes this one of the best rifles available for a good bit into Act 3. This weapon is available in multiplayer. The animations have an odd quirk: apparently between games, Snake has decided to start practicing the "Middle Eastern Technique" mentioned in Metal Gear Solid 3 of always chambering a new round when reloading, even when performing a mid-magazine reload. Vz.61 Skorpion made an appearance in Metal Gear Solid 3), though players can still take advantage of the fact that it's the submachine gun with highest lock-on in the game, being especially useful for one-shotting enemies during the Act 3 chase scene. The M83 smoke grenade, incorrectly labelled as an M18, is usable in the game, in a default white version and four special "Emotion" versions which produce coloured smoke which affects the emotions of enemies caught in it; Blue for Cry, Red for Rage, Yellow for Laugh, and Green for Scream. Bolt-action (R2 cancels animation for quicker fire). The scope features an error: the number in the stadiametric rangefinder indicating the height of the reference target is "10" rather than the correct "1.7;" either that or in Snake's world shooting at 32-foot tall monsters is more important than shooting at infantry.