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POST 7: SHOTGUNS, RIFLES, AND THE MAGNUM

· Games / Hotline Miami Series

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POST 7: SHOTGUNS, RIFLES, AND THE MAGNUM Shotgun: A common weapon in both games, with spread and a pause between shots that you need to respect. It can cover an approach well, but firing and then standing in the same exposed position is asking for trouble. Think about the next enemy while the weapon cycles. Double barrel: Two shots give you a quick follow-up, then you're empty. That makes the next pickup or escape route part of the decision before you fire. It is excellent at demonstrating how a weapon can feel reassuring right up until you have nothing left in it. M16: The automatic rifle, also called the machine gun in some weapon lists. It appears in both games, including Beard's available equipment in the sequel. Controlled fire helps preserve ammunition and makes it easier to see what you actually hit instead of emptying the weapon into the first movement you notice. Kalashnikov: A sequel rifle used by Russian Mafia enemies and soldiers. It occupies a similar practical role to the M16, but it is not an identical copy in handling. Also, seeing enemy soldiers carrying it does not mean Beard can pick one up and replace his selected weapon. Magnum: A slower-firing handgun with limited ammunition and penetration through ordinary enemies. Lining enemies up can make that property useful, but don't confuse it with having a huge margin for error. Its handling differs between games, and a missed shot still leaves a gap that somebody can exploit. With all five, the room matters more than the name. A powerful weapon does not stop somebody approaching from the side while you're concentrating on the long corridor.

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