The system was invented mainly for handguns, but works well with all kinds of weapons, small arms, longer guns or even melee weapons and OC sprays. This system allows the operator to engage and disengage very quickly, while maintaining maneuverability and stability, and negating most of the recoil. The firing technique Sam Fisher and the other playable characters use is called C.A.R. From left to right: EMP grenade, frag grenade, flashbang, remote mine, sticky camera and proximity mine. Can be upgraded with a better gun stock, suppressor and hollow point ammo.
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The SC3000 is carried by several Third Echelon Splinter Cells. It also lacks any sort of ejection port, including the F2000's patented forward ejection port system, suggesting that this weapon uses caseless ammunition, but is not. The high stopping power remains even if it's suppressed. 2), which had a similarly extremely high rate of fire, magazine design, and a rotary cocking handle. The round control on the side and magazine design could suggest that the modifications were inspired by the Crye Associates MR-C caseless bullpup assault rifle (a mock-up of a never-produced rifle seen in two other Tom Clancy titles, namely G.R.A.W. The biggest difference can be seen in the weapon's magazine instead of the F2000's STANAG mags the SC3000 uses new, horizontal magazines. The SC3000 (an improved version of the SC-20K seen in the previous Splinter Cell games) is a heavily modified FN F2000 Tactical. All the playable characters are ambidextrous shooters. During reloads while taking cover the characters always change mags with the hand that is on the trigger. Can be upgraded with a C-More style reflex sight (making it the only weapon to allow four marks to be targeted for "execution" one-hit kills), a laser aiming module and match grade ammo.įisher reloads the UMP45 while taking cover.
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Sam's main weapon and sidearm like in the previous games is the FN Five-seveN, although this time it has a two-tone black and flat dark earth frame, a built-in compensator-style suppressor and is appearing as the new USG model. In addition to this, ALL pistols have unlimited ammo in any game mode, story mode or co-op. What is not so realistic is that the handguns follow the popular "magic slide" rule of having the slide lock back when a reload is initiated. The game also uses a highly realistic health system (1-2 shots from a pistol grants a kill), which really makes the other big guns only secondaries, and not necessary ones. All other guns are optional, "alternative weapons". 1.6 IMI/Magnum Research Desert Eagle Mark IĬonviction uses a truly unique weapon system, because in this game pistols acts as primary weapons.