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**Table of Contents** * The Arsenal of a Phantom: Philosophy and Progression * Primary Weapon Systems: Rifles, SMGs, and Shotguns * Secondary and Support Arsenal: Handguns, Launchers, and Sniper Rifles * The Tools of Stealth and Subversion * Customization: The Mother Base Advantage * Strategic Deployment and Loadout Philosophy * The Legacy of the Arsenal **The Arsenal of a Phantom: Philosophy and Progression** *Metal Gear Solid V: The Phantom Pain* presents a sandbox of tactical possibilities, and its vast arsenal is the primary tool through which the player engages with its systems. Unlike previous entries where weapons were often found or scripted, the armory in *The Phantom Pain* is a direct reflection of the player's progression, management, and strategic choices. The game’s core philosophy of "tactical espionage operations" is deeply embedded in its weapon design. Every firearm, from a humble tranquilizer pistol to a guided rocket launcher, serves a purpose within the interconnected web of stealth, combat, resource management, and base development. The arsenal is not merely a list of tools but a dynamic, evolving entity tied to the growth of Diamond Dogs and the player's evolving tactics. The progression system is intrinsically linked to Mother Base. Weapons are not simply purchased; they are researched and developed by the R&D Team. Securing skilled personnel, extracting resources from the field, and completing missions all contribute to unlocking new tiers of weaponry. This creates a compelling gameplay loop where field operations fuel technological advancement, which in turn opens new tactical avenues for future operations. The journey from the basic WU S.PISTOL to the advanced grade 7 AM MRS-71 sniper rifle mirrors the player's own journey from a vulnerable fugitive to the commander of a formidable private military force. **Primary Weapon Systems: Rifles, SMGs, and Shotguns** The primary weapon slot offers the most diverse range of tools for direct engagement. Assault rifles like the iconic AM MRS-4 and the later-unlocked UN-ARC provide a balance of accuracy, range, and firepower, suitable for both controlled bursts in stealth and full-auto suppressive fire. Submachine guns, such as the MACHT 37, offer high rates of fire and mobility, ideal for close-quarters engagements in outposts or indoor facilities. Shotguns like the Kabarga-83 are devastating at point-blank range, capable of stopping armored enemies instantly or destroying light barriers. A key innovation is the seamless integration of customization into gameplay. Most primary weapons can be fitted with a variety of scopes, from red-dot sights to high-magnification markers, under-barrel attachments like grenade launchers or shotguns, and suppressors. The suppressor durability mechanic is particularly noteworthy; suppressors wear out with use and eventually break with a loud *ping*, forcing the player to consider shot placement and manage their stealth approach carefully. This adds a layer of resource-conscious tension absent from most stealth games. **Secondary and Support Arsenal: Handguns, Launchers, and Sniper Rifles** The secondary weapon slot typically houses handguns and special launchers. Handguns range from lethal models like the Burkov to the quintessential stealth tool, the WU S.PISTOL tranquilizer pistol. The tranq pistol is a masterpiece of design, enabling non-lethal takedowns at range, and its upgrades can include muzzle variants that increase range or add a stabilizing stock. This slot also includes less-lethal options like the stun shotgun, which can incapacitate multiple enemies silently. Support weapons represent the heavy ordnance. Sniper rifles, from the bolt-action Brennan to the semi-automatic Serval, enable extreme long-range engagement, essential for missions like "Footprints of Phantoms." They are tools of patience and precision. Rocket launchers, on the other hand, are tools of overwhelming force. The basic CGM 25 gives way to anti-aircraft and multi-warhead systems. These are crucial for taking down heavy armor, helicopters, and the game's massive Skull unit adversaries. The strategic choice between carrying a sniper rifle for precision or a launcher for demolition significantly shapes mission planning. **The Tools of Stealth and Subversion** Beyond firearms, *The Phantom Pain* provides a suite of unconventional tools that redefine combat. The Phantom Cigar, which speeds up time, is a strategic meta-tool. The most revolutionary, however, is the series of prosthetic arms for Venom Snake. The standard hand is a blunt tool, but its upgrades are transformative. The Stun Arm can discharge an area-of-effect EMP blast to disable electronics and stun enemies. The Sleep Gas Arm emits a cloud of tranquilizer gas. The most iconic, the Rocket Punch, propels the prosthetic as a remote-controlled battering ram or distraction device. These tools encourage creative, non-lethal solutions. Deploying a sleep gas mine via the arm, then using the Rocket Punch to lure a patrol into its radius, is a valid and satisfying tactic. Furthermore, items like magazines for luring, decoys, and Noctocyanin pills for marking enemies through walls all serve to manipulate the battlefield and enemy AI, making the player an active director of the encounter rather than just a participant. **Customization: The Mother Base Advantage** Weapon customization is the system where player agency shines brightest. At the Development screen, most weapon platforms have multiple branches. A single assault rifle can be developed into a lightweight carbine variant, a long-barreled DMR-style rifle, or an under-slung grenade launcher attachment. Camouflage patterns can be applied not just for aesthetics but to slightly alter stat bonuses in different environments. This modularity means two players' "go-to" AM MRS-4 rifle can look and perform drastically differently based on their preferred playstyle—be it stealth infiltration, aggressive assault, or balanced versatility. This extends to Buddy equipment as well. Quiet’s sniper rifles can be customized to use lethal or tranquilizer rounds. D-Dog’s gear can be upgraded. D-Walker, a weaponized bipedal mech, is perhaps the ultimate expression of this, being a fully customizable platform that can be configured as a gatling gun-equipped scout, a non-lethal riot control unit, or a rocket-launcher-toting tank destroyer. **Strategic Deployment and Loadout Philosophy** The sheer volume of options makes loadout selection a critical pre-mission phase. The game brilliantly integrates this with its open-ended design. Infiltrating a mountainous base at night suggests a loadout with a high-powered sniper rifle, a tranquilizer pistol, and a suppressed primary for backup. A mission focused on destroying armored vehicles demands an anti-tank launcher and perhaps D-Walker for support. A total stealth, no-kill run requires meticulous planning: non-lethal primary and secondary weapons, plenty of suppressors, and tools like sleep grenades and the Stun Arm. The Fulton recovery system further ties weapon use to strategy. Using lethal force permanently removes potential recruits. Using non-lethal methods allows for the extraction of enemy combatants to bolster Mother Base staff. Thus, the choice of weapon has a direct, long-term impact on the player's capabilities, creating a constant ethical and strategic calculus where a tranquilizer dart can be more valuable than a bullet. **The Legacy of the Arsenal** The weapon system in *Metal Gear Solid V: The Phantom Pain* stands as one of the most comprehensive and intelligently designed in action gaming. It successfully merges deep RPG-like progression with tangible tactical impact. Each weapon feels distinct, and its development tree offers meaningful choices. The arsenal empowers the player to solve problems in their own unique way, perfectly embodying the game's core theme of "defining one's own legacy." It is a system that rewards experimentation, strategic forethought, and adaptability, ensuring that the tools of war remain engaging and relevant throughout the lengthy journey of the Phantom Pain. Louvre director admits security failures, proposes new measures
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