The following tables compare the statistics of Metal Gear Solid 4's weapons, grouped by their categories.
Legend[]
Term | Meaning | Details: |
---|---|---|
DMG | Damage |
Number = base damage: 1x to body, .5x to limbs, instant kill to head/pelvis (males only). |
SLP | Sleep (Tranquilizer) damage | Human enemies have 1000 psych in VR. Body part multipliers apply. |
STN | Stun (Knock-out) damage | Human enemies have 1000 psych. Body part multipliers apply. |
SHK | Impact shock | How effectively the projectile staggers the target. |
PNT | Penetration | Determines type/amount of material that can be penetrated. All-ranks can pierce the glass on civilian vehicles. B-rank is the minimum requirement to effectively pierce helmets and wooden crates. S-rank is the requirement to damage armored vehicles. |
STB | Stability | How little recoil is experienced. Drastically affected by foregrip attachments, though it may not be reflected in displayed statistics. There is no apparent difference between the Foregrip A and Foregrip B attachments. |
RLD | Reload time | How fast the weapon is able to be used after initiating reload. |
LKD | Lock-on distance |
When a number is given, it is given in meters, as measured through the Solid-Eye. Affected by laser sight attachment. |
Range | Effective Range |
Distance over which damage can still be done (meters). Damage usually attenuates over this distance. Attenuation models tend to resemble bell curves or inverse-log curves. Note that bullets have some travel time before they reach their intended target, but are not affected by wind and gravity. This distance is usually about 2 meters less than what the Solid-Eye/XM25 reads. |
Wt. | Weight | Affects run speed. Given in kilograms with no attachments. |
MGO | Metal Gear Online | Denotes whether the weapon was available in the now defunct Metal Gear Online. If it was exclusive to MGO, then it will be marked by "(only)." |
Pistols[]
Tactical reloading: When reloading most pistols that require bullets, when there is at least one bullet left from the current clip, an extra bullet becomes available for the next clip when the reload finishes. This effect does not happen with any other firearm type. only exceptions (even with the wall-reload trick) to this are the Thor .45-70, which has a single bullet, and the Type-17, which requires that the clip be empty to reload.
Weapon | DMG | SLP | STN | SHK | PNT | STB | RLD | LKD | Range | Wt. | MGO | Location | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mk. 2 | N/A | D (tranq) (350) | D (emotion) (350) | N/A | E | S | A | B (15) | 76 | 1.1 | Yes | Obtained from Metal Gear Mark 2. |
|
Operator | D (420) | N/A | N/A | C | E | B | S | B (20) | 71 | 1.0 | Yes | Obtained from Mk. 2 | |
GSR | D (430) | N/A | N/A | C | E | B | S | B (15) | 63.5 | 1.2 | Yes | Disarm PMC's primary weapon first, then disarm again for GSR. | |
Five-seveN | D (300) | N/A | N/A | D | B | B | S | B (18) | 80 | 0.8 | No | Disarm FROG's primary weapon first, then disarm again for Five-seveN. | |
PMM | D (325) | N/A | N/A | D | E | A | S | B (17) | 70 | 0.8 | No | Alert Resistance member in Act 3. Disarm after he starts shooting. | |
PSS | D (350) | N/A | N/A | D | C | A | S | B (15) | 50 | 0.9 | No | Silent rounds. First occurrence in Advent Palace top-floor vent shaft. | |
G18C (Glock 18C) | D (300) | N/A | N/A | D | C | C | S | B (13) | 60 | 0.9 | Yes | Disarm some militia just before armored dozer appears at Vista Mansion in Act 2. |
|
Mk. 23 SOCOM | D (440) | N/A | N/A | C | E | B | S | A (25) | 90 | 1.1 | Yes | Find under truck at Heliport in Act 4, aim afterwards for DP. |
|
Race Gun | E (200) | N/A | N/A | D | E | A | S | B (18) | 60 | 0.9 | No | Clear the game once, any difficulty. |
|
Type 17 | D (430) | N/A | N/A | C | E | B | A | A (25) | 80 | 1.4 | No | Clear game with Hound emblem. |
|
D.E. (Desert Eagle) | C (700) | N/A | N/A | A | E | D | S | B (16) | 90 | 2.1 | Yes | Carried by some Dwarf Gekko. | |
D.E. Long Barrel | C (710) | N/A | N/A | A | E | D | S | B (15) | 125 | 2.1 | Yes (Meryl Only) | Clear game with Fox emblem. |
|
1911 Custom | D (450) | N/A | N/A | C | E | A | S | S (28.5) | 100 | 1.0 | No | Entry of code 1aytmmymhk under Extras menu. |
|
Thor .45-70 | A (1500) | N/A | N/A | S | A | D | A | B (15) | 150 | 2.3 | Yes (Ocelot Only) | Clear game with Fox Hound emblem. |
|
Solar Gun | N/A | N/A | S (5000) | N/A | E | S | E | B (15) | 150 | 0.5 | No | Non-lethal clear Advent Palace and Beauty and the Beast Unit to collect all dolls, then clear the game. |
|
Submachine Guns[]
Note: All SMGs (with the exception of the Patriot) select-fire with full- and semi-auto.
Weapon | DMG | SLP | STN | SHK | PNT | STB | RLD | LKD | Range | Wt. | MGO | Location | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
P90 | D (300) | N/A | N/A | D | B | B | B | B (25) | 135 | 3.0 | Yes | Most FROG soldiers |
|
M10 | D (420) | N/A | N/A | C | E | B | B | B (24) | 73 | 3.3 | No | Several Rebels in Act 2 | |
MP7 | E (250) | N/A | N/A | E | B | A | B | A (30) | 40 | 1.5 | No | Some PMC in Acts 2 and 3 | |
Vz. 83 | D (325) | N/A | N/A | D | E | B | B | S (34.5) | 75 | 1.4 | Yes | Motorcycle chase Act 3. |
|
Bizon | D (325) | N/A | N/A | D | E | B | B | A (26) | 100 | 2.5 | No | Drebin only. | |
MP5SD2 | E (290) | N/A | N/A | D | E | B | C | B (25) | 160 | 3.1 | Yes | Drebin only. |
|
Patriot | D (425) | N/A | N/A | B | E | C | N/A | B (25) | 160 | 1.5 | Yes (Certain conditions) | Clear game with Big Boss emblem or enter password (Secrets). |
|
Assault Rifles[]
Weapon | DMG | SLP | STN | SHK | PNT | STB | RLD | LKD | Range | Wt. | MGO | Location | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
AK102 | D (415) | N/A | N/A | E | C | C | B | D (18) | 200 | 3.0 | Yes | Almost all Militia in Act 1. |
|
M4 Custom | D (400) | N/A | N/A | E | C | C | B | D (16) | 220 | 3.0 | Yes | Meet up with Drebin in Act 1. |
|
Mk. 17 | C (530) | N/A | N/A | C | C | C | B | D (14) | 200 | 4.1 | Yes | Most PMCs in Acts 1 and 3. |
|
G3A3 | C (540) | N/A | N/A | C | C | C | C | E (10) | 250 | 4.4 | Yes | Many Rebels in Act 2. |
|
FAL Carbine | C (550) | N/A | N/A | C | C | C | B | D (12) | 230 | 4.5 | No | Drebin only. |
|
AN94 | D (375) | N/A | N/A | E | C | B | B | D (15) | 220 | 4.0 | No | In shack behind sandbags in Act 2 Cove Valley Village. |
|
XM8 | D (400) | N/A | N/A | E | C | C | B | D (17) | 220 | 2.8 | Yes | In shack near Power Station in Act 2. |
|
Tanegashima | C (725) | N/A | N/A | B | E | B | E | D (13) | 100 | 4.0 | No | Drebin only. |
|
XM8 Compact | D | N/A | N/A | E | C | C | B | D | N/A | N/A | Yes (Johnny Only) | MGO Exclusive |
|
Sniper Rifles[]
Weapon | DMG | SLP | STN | SHK | PNT | STB | RLD | LKD | Range | Wt. | MGO | Location | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
M14EBR | C (530) | N/A | N/A | C | B | D | B | N/A | 230 | 4.5 | Yes | PMC on top of 3-story building in Act 1. |
|
DSR-1 | B (900) | N/A | N/A | A | A | D | C | N/A | 300 | 6.0 | Yes | FROG sniper on Mountainside Trail or Finish Act 2. |
|
SVD | C (530) | N/A | N/A | B | A | E | B | N/A | 280 | 4.4 | Yes | Rafters of barn in Act 2. |
|
VSS | D (475) | N/A | N/A | D | A | D | B | N/A | 150 | 3.4 | Yes | Act 2 Confinement Facility on opposite side of salt flats. |
|
Mosin-Nagant | N/A | B (tranq) (750) | B (emotion) (750) | A | E | D | B | N/A | 300 | 4.4 | Yes | Drebin only. |
|
M82A2 | S (2500) | N/A | N/A | S | S | E | B | N/A | 300 | 14.0 | Yes (Johnny Only) | Drebin only. |
|
Rail Gun | S (5000) | N/A | N/A | S | S | C | D | N/A | 300 | 20.0 | No | Defeat Crying Wolf. |
|
Machine Guns[]
Weapon | DMG | SLP | STN | SHK | PNT | STB | RLD | LKD | Range | Wt. | MGO | Location | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
HK21E | C (530) | N/A | N/A | C | C | C | D | E (10) | 250 | 9.3 | No | Act 1 Militia in Safe House near end. |
|
M60E4 | C (550) | N/A | N/A | C | C | C | E | E (10) | 260 | 9.3 | Yes | Several PMCs in Act 2 after Cove Valley Village. |
|
PKM | C (730) | N/A | N/A | B | C | D | E | E (10) | 265 | 9.0 | No | Several Rebels in Act 2 after Cove Valley Village. | |
Mk.46 Mod 1 | D (400) | N/A | N/A | B | C | C | E | D (13.5) | 250 | 5.8 | No | Drebin only. |
|
Shotguns[]
Note: Effective range also varies with ammo-type.
Weapon | DMG | SLP | STN | SHK | PNT | STB | RLD | LKD | Range | Wt. | MGO | Location | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Twin Barrel | B (Buck/Slug) (1250) | N/A | B (V Ring) (1250) | S | B (Buck) S (Slug) E (V Ring) |
E | A | C (15) | 40 (Buck) 80 (Slug) 30 (V Ring) |
2.3 | No | Save Rebels in Act 2 in Cove Valley Village. They unlock the building. |
|
M870 Custom | B (Buck/Slug) (1300) | N/A | B (V Ring) (1300) | S | B (Buck) S (Slug) E (V Ring) |
D | E | C (14) | 50 (Buck) 100 (Slug) 40 (V Ring) |
3.5 | Yes | Behind Confinement Facility in storage shack without Rebels. |
|
Saiga-12 | B (Buck/Slug) (1250) | N/A | B (V Ring) (1250) | S | B (Buck) S (Slug) E (V Ring) |
D | B | C (13) | 50 (Buck) 100 (Slug) 40 (V Ring) |
3.8 | Yes | Drebin only. |
|
Masterkey attachment | B (Buck/Slug) (1250) | N/A | B (V Ring) (1250) | S | B (Buck) S (Slug) E (V Ring) |
E | A | C (16-24) (M4) | 50 (Buck) 100 (Slug) 40 (V Ring) |
2.5 | Yes | PMCs carry standalone modules sometimes in Acts 2 and 3. |
|
Grenade/Rocket Launchers[]
Weapon | DMG | SLP | STN | SHK | PNT | STB | RLD | LKD | Range | Wt. | MGO | Location | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
XM25 | A (2000) | N/A | N/A | S | N/A | E | B | N/A | 300 | 5.5 | No | FROGs in Advent Palace on higher difficulty. Shadow Moses comms towers. |
|
MGL-140 | A (Grenade/WP) (2000/1500) | N/A | A (Stun) (1750) | B (Stun/Smoke) |
S (Grenade/WP)N/A | E | E | N/A | 300 | 6.0 | No | Defeat Raging Raven. |
|
RPG-7 | S (3500) | N/A | N/A | S | N/A | E | B | N/A | 250 | 8.5 | Yes | Red Zone: just before entering Safe House, turn left. | |
M72A3 LAW | A (2450) | N/A | N/A | S | N/A | D | A | N/A | 200 | 2.5 | No | Some Rebels near the Power Station. | |
Javelin | S (5000) | N/A | N/A | S | N/A | E | B | N/A | 400 | 22.3 | No | Crescent Meridian, Act 1: building with ladder and sniper PMC. |
|
FIM-92A Stinger | S (3000) | N/A | N/A | S | N/A | E | B | N/A | 500 | 15.7 | No | Under Power Station pylon in Act 2 after climbing across wire and dropping down (blow up transformer first). |
|
Thrown Explosives[]
Weapon | DMG | SLP | STN | SHK | PNT | STB | RLD | LKD | Wt. | MGO | Location | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Grenade | A (2000) | N/A | N/A | S | N/A | N/A | N/A | N/A | 0.3 | Yes | Act 1 Safe House in room with dumpster. | |
Petro Bomb | B (1000) | N/A | N/A | A | N/A | N/A | N/A | N/A | 0.8 | No | Act 1 Red Zone NW Sector across road from starting area in little alley. |
|
WP Grenade | A (1500) | N/A | N/A | S | N/A | N/A | N/A | N/A | 0.8 | Yes | Act 1 Safe House in room with dumpster. |
|
Stun Grenade | N/A | N/A | A (2000) | B | N/A | N/A | N/A | N/A | 0.5 | Yes | Safe House in room with dumpster. |
|
Chaff Grenade | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | 0.8 | Yes | Act 2 Confinement Facility main building. Cannot be purchased. |
|
Smoke Grenade | N/A | N/A | N/A | B | N/A | N/A | N/A | N/A | 0.5 | Yes | Regular: Safe House in room with dumpster. Colored: Drebin only (Hard or lower) after clearing game once. |
|
Placed Explosives[]
Weapon | DMG | SLP | STN | SHK | PNT | STB | RLD | LKD | Wt. | MGO | Location | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Claymore | B (2000) | N/A | N/A | S | N/A | N/A | N/A | N/A | 1.6 | Yes | Darkened stairway in Act 1 Advent Palace before FROGs. |
|
S.G. Mine | N/A | A (5000) | N/A | N/A | N/A | N/A | N/A | N/A | 1.5 | Yes | Littered throughout ground in Act 1 Advent Palace before FROGs. |
|
C4 | A (3000) | N/A | N/A | S | N/A | N/A | N/A | N/A | 1.6 | Yes | Under desk at Act 2 Power Station. |
|
S.G. Satchel | N/A | A (5000) | N/A | N/A | N/A | N/A | N/A | N/A | 1.5 | Yes | After meeting Drebin in Act 1, shoot explosive barrel to reveal |
|
Etc.[]
Weapon | DMG | SLP | STN | SHK | PNT | STB | RLD | LKD | Wt. | MGO | Location | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Stun Knife | D (slash) (175) S (CQC) (kill) |
S (stab) (kill)N/A | S (tazer) (KO) | ? | N/A | N/A | N/A | 5 | 0.2 | Yes | Starting weapon. |
|
Empty Magazine | N/A | N/A | N/A | E? | N/A | N/A | N/A | N/A | 0.1 | No | Fire a gun that uses magazines until empty, then reload. Cannot be purchased. |
|
Playboy | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | 0.1 | No | Locker at Red Zone, Act 1. |
|
Emotion Mag | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | 0.1 | No | Drebin only. |
|
Mantis Doll | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | 0.1 | No | Shoot Screaming Mantis' Mantis doll enough times. |
|
Sorrow Doll | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | 0.1 | No | Shoot Screaming Mantis' Sorrow doll enough times. |
|
Tactical Shield | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | Yes | MGO exclusive |
|
Magazine | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | Yes | MGO exclusive |
|
Enemy Locator | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | Yes | MGO exclusive |
|