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===Weapons=== Tactical shooters feature a wide variety of weapons often modeled on real firearms. The weapons featured depend on the setting, but are generally intended to suit the period (so a game set in [[World War II]] would feature period-accurate weaponry and lack modern weapons such as the [[M16 rifle]]). [[Ballistics]] are typically simulated, as are elements of authenticity such as [[recoil]], [[motion blur]], [[Tinnitus|ear-ringing]] from [[Explosion|explosions]], and the feeling of being [[Suppressive fire|suppressed]]. Some developers of tactical shooters may hire [[Technical advisor|technical advisors]] from [[military]], [[law enforcement]], or [[Firearm|firearms]] specializations to ensure accuracy in in-game depictions.<ref name="Thunderbolt2">{{cite web|url=http://www.thunderboltgames.com/review/brothers-in-arms-road-to-hill-30|title=Brothers in Arms: Road to Hill 30|publisher=Thunderbolt|author=Morton, Philip|access-date=July 19, 2016|archive-date=December 1, 2017|archive-url=https://web.archive.org/web/20171201031726/http://www.thunderboltgames.com/review/brothers-in-arms-road-to-hill-30|url-status=dead}} April 7, 2005</ref> Simulating actual combat is often sacrificed in favor of balance as well as playability. There may be considerable modifications to in-game weapons and ballistics compared to real life, deliberately done to ensure [[game balance]] in multiplayer [[Player versus player|PvP]] or [[Esports|competitive modes]].<ref>{{cite web |url=http://www.gameranx.com/updates/id/5150/article/modern-warfare-3-balanced-guns-a-matter-of-perception-says-infinity-ward/ |title=Modern Warfare 3: Balanced Guns a Matter of Perception, says Infinity Ward |publisher=Gameranx.com |date=February 20, 2012 |access-date=July 28, 2012 |archive-date=November 27, 2020 |archive-url=https://web.archive.org/web/20201127085549/https://gameranx.com/updates/id/5150/article/modern-warfare-3-balanced-guns-a-matter-of-perception-says-infinity-ward/ |url-status=live }}</ref><ref>{{cite web|author=Ryan Fleming |url=http://www.digitaltrends.com/gaming/call-of-duty-modern-warfare-3-review/ |title=Call of Duty: Modern Warfare 3 Review |publisher=Digital Trends |date=November 8, 2011 |access-date=July 28, 2012|archive-url=https://web.archive.org/web/20160817233010/http://www.digitaltrends.com/gaming/call-of-duty-modern-warfare-3-review/|archive-date=August 17, 2016}}</ref> For instance, tactical shooters with notable competitive scenes such as the ''Counter-Strike'' series typically allow the player to survive multiple bullet hits to the torso (ignoring the bullet resistance of different types of [[ballistic vest]]s) and even more to the legs (rarely armored in real life), while registering an automatic kill for melee hits to the back (whether punches or knife stabs) and headshots (regardless of weapon caliber, impact point, or whether the target is wearing a [[combat helmet|helmet]]).<ref name="gamespot1">{{cite web |url=http://www.gamespot.com/half-life-counter-strike/reviews/half-life-counter-strike-review-2657769/ |title=Half-Life: Counter-Strike Review |publisher=GameSpot.com |date=November 8, 2000 |access-date=July 28, 2012 |archive-date=November 21, 2012 |archive-url=https://web.archive.org/web/20121121012143/http://www.gamespot.com/half-life-counter-strike/reviews/half-life-counter-strike-review-2657769/ |url-status=live }}</ref> In contrast to run-and-gun shooters such as ''[[Quake (video game)|Quake]]'' which allow players to carry full arsenals, tactical shooters place considerable restrictions on what players may be equipped with, requiring players to carefully select their weapons, equipment, and inventories accordingly. The typical loadout setup used in tactical shooters is that of one "primary weapon" (traditionally a [[long gun]] such as a [[rifle]], [[shotgun]], [[submachine gun]], or [[light machine gun]]) and one "secondary weapon" (traditionally a [[Sidearm (weapon)|sidearm]] such as a [[handgun]]). [[Grenade|Grenades]] of both "explosive"/"lethal" (such as [[Fragmentation (weaponry)|fragmentation grenades]] and [[Molotov cocktail|Molotov cocktails]]) and "tactical"/"non-lethal" (such as [[Stun grenade|stun grenades]] and [[Smoke grenade|smoke grenades]]) varieties, and useful equipment such as [[First aid kit|medkits]], are often under their own slots, sometimes used with a single input as opposed to individually equipping them. Melee weapons such as [[Combat knife|combat knives]] may also have their own slot, though games with more distant or firearm-based combat (such as ''[[Arma 3]]'') may lack melee weapons entirely. [[Rocket launcher|Rocket launchers]] and [[Grenade launcher|grenade launchers]], occasionally having their own "launcher" slot, may have varying focuses compared to their "general purpose" depictions in arcade shooters, such as dedicated [[Anti-tank guided missile|ATGM]] and [[Man-portable air-defense system|MANPADS]] launchers, or underbarrel anti-personnel grenade launchers that can be equipped on some rifles and [[carbine]]s. In many instances, the player's selected [[Character class|class]] affects what weapons are available to them; a [[rifleman]] class, for example, may only have rifles and carbines as their available primary weapons. This prevents "jack-of-all-trades" loadouts where one player can carry everything they need, and promotes cooperation between players with different loadouts and classes In most tactical shooters, the basic weapon and equipment slots are the extent of the player's inventory; however, in some more expansive games, such as the [[Arma (series)|''Arma'']] series, individual items such as [[Magazine (firearms)|magazines]] for equipped weapons are carried in the player's inventory, which must be managed to mitigate its effects on the player character's weight. Carry weight is a game mechanic in many tactical shooters, increasing with the weapons, armor, or items carried by the player character, and affecting movement speed, stamina, time taken to aim down sights, and the ability to focus while aiming. The weight mechanic forces players to properly manage their inventory and choose whether they value mobility, effectiveness, or protection, preventing "jack-of-all-trades" loadouts where one player can carry everything they need, and promoting cooperation between players with different loadouts and classes. In many tactical shooters featuring a weight system, weight is always a present factor that must be dealt with; however, in some, such as the ''Counter-Strike'' series, weight only applies to what is currently equipped—so a machine gun would be "heavier" than a knife, despite them both being carried by the player—meaning [[Loophole|loopholes]] around weight restrictions may be found, such as equipping a knife to move faster. Many tactical shooters (especially modern releases) feature varying degrees of weapon customization. In most modern tactical shooters, this is limited to the addition of firearm attachments such as a variety of [[Telescopic sight|scopes]], [[Holographic weapon sight|holographic sights]], [[Laser sight (firearms)|laser sights]], [[Flashlight|flashlights]], [[Vertical forward grip|foregrips]], and [[Silencer (firearms)|suppressors]]. In games where weight is a factor, the player's equipped attachments may add to their character's weight. In less-grounded shooters, weapon customization may extend to stylized weapon [[Military camouflage|camouflage]] [[Skin (video games)|skins]] and [[keychain]]-style "charms" (as seen in ''[[Tom Clancy's Rainbow Six Siege|Rainbow Six Siege]]''), while in more detailed and comprehensive shooters, individual components of the gun itself such as the [[barrel shroud]] and [[Stock (firearms)|stock]] may be customized or replaced (as seen in ''[[Escape from Tarkov]]''). Despite generally aiming for realism and accuracy, some tactical shooters tend to make exceptions with their weapon accuracy. "Akimbo" ([[dual wield]]ing) of firearms is generally rare in tactical shooters, yet it still appears as an option occasionally, such as in ''[[Counter-Strike]]'' with weapons ranging from small pistols to long-barreled shotguns. The [[Desert Eagle]], despite being unsuitable for actual military applications, is still frequently found in many tactical shooters as a high-powered handgun option.<ref>{{Cite web |url=http://world.guns.ru/handguns/hg/isr/desert-eagle-e.html |title=Modern Firearms - Desert Eagle |access-date=December 22, 2012 |archive-date=October 22, 2013 |archive-url=https://web.archive.org/web/20131022124056/http://world.guns.ru/handguns/hg/isr/desert-eagle-e.html |url-status=live }}</ref> Outdated weapons such as the [[AK-47]] are often seen in modern military service in some games, despite them being mostly replaced by modern times (the AK-47 in particular having been replaced in [[Soviet Army]] service by the [[AK-74]] in the 1970s).<ref name="NPRKahaner">{{Cite web |date=2014-07-30 |title='AK-47: The Weapon Changed the Face of War' : NPR |website=[[NPR]] |url=http://www.npr.org/templates/story/story.php?storyId=6539945 |access-date=2022-12-26 |archive-url=https://web.archive.org/web/20140730054103/http://www.npr.org/templates/story/story.php?storyId=6539945 |archive-date=July 30, 2014 }}</ref> Experimental weapons, such as the [[OICW]], are commonly seen in many titles, such as the ''Ghost Recon'' and ''Delta Force'' series, and modern tactical shooters have tended to place more of an emphasis on the future of warfare through the implementation of drones and micro-cameras.
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