User:Ultimate94ninja

List of all calibers in the series
(The one highlighted in green is fictional)

In GTA Vice City

 * Pistol: The Desert Eagle is used instead of the M1911.
 * MP5: MP5K used instead.
 * Carbine Rifle: Colt Model 723 (with front sight mounted correctly) used instead of the Model 733.

In GTA San Andreas

 * Pistol: Glock 17 used instead of the M1911 (though this doesn't apply to the silenced variant).
 * Carbine Rifle: M16A2 used instead of the Colt Model 733.

In GTA Liberty City Stories

 * Pistol: M1911 used instead of the Glock 17.

In GTA Vice City Stories

 * Pistol: Beretta 92FS Inox used instead of the Beretta 92FS.
 * Equalizer: Non-scoped Python used instead.

GTA III era in general

 * Python: An empty shell is incorrectly shown being ejected after each shot, which shouldn't be the case on a revolver.
 * Pump Shotgun: Incorrectly needs only to be pumped, and never seen being reloaded.
 * Stubby Shotgun: Same reasoning as the Pump Shotgun.
 * SPAS-12: Since it is used in semi-automatic mode, it should be cocked when reloading by using the charging handle at the right side of the weapon instead the pumping handle; the latter would be locked if the SPAS-12 is used in semi-auto.
 * For some reason, in Vice City, Liberty City Stories and Vice City Stories, it erroneously seen being pumped after firing (when interrupting a firing process), despite being used in semi-automatic mode.
 * Micro SMG: It would be more appropriate for the SWAT forces to use the MP5 instead of this weapon (though this is corrected in some storyline missions). Since the MP5 isn't available in GTA III, they should use the AR-15.
 * AK-47: The reloading animation erroneously depicts the charging handle as being on the left side instead of the right. Furthermore, at some instances it is seen used by the FBI; it would be more appropriate for them to use the AR-15 instead.
 * On another note, it incorrectly shares ammunition with the AR-15 in San Andreas, Liberty City Stories and Vice City Stories; in reality they are chambered differently.
 * AR-15: It is incorrectly cocked from left side instead of the rear.
 * Furthermore, the "M4" in Vice City, San Andreas and Liberty City Stories is actually modeled after the shorter-barreled Colt Model 733, and the front sight is oddly modeled-on backwards.
 * Sniper Rifle: Incorrectly needs only to be bolt cycled, and never seen being reloaded.
 * M60: The weapon is portrayed as feeding from the opposite side: the belt is seen feeding from the right instead of the left, and when reloading, the charging handle is depicted as being pulled from the left side instead of the right. Additionally, the front sight is modeled-on backwards.
 * Minigun: Contrarily to what many movies and video games suggest, using a man-portable/hand-held minigun is extremely impractical (and almost impossible) in reality. Not to mention that the heavy power supply that would allow it to fire isn't seen in-game, and that it would make it unable to be freely carried during gunfights like a traditional firearm. Another fast-firing machine gun such as the MG 3 would be more appropriate.

Additional facts in GTA III

 * AK-47: Despite being referred to as such in-game, it is actually modeled after the Romanian WASR-2 clone (especially that the model features a 5.45x39mm magazine, which is the case for the WASR-2 and the, but not for the AK-47).
 * M16: Despite being referred to as such, it actually looks more like an ArmaLite AR-10 (aside from the magazine's appearance).
 * Rocket Launcher: Being an M72 LAW in-game, it is incorrectly treated as being reloadable; the real one can only be used once.

In GTA Vice City

 * Pistol: The in-game M1911A1 model has a standard single-stack magazine, which is not able to have a high ammo capacity like the one in-game; a double-stack one should be used instead.
 * MAC-10: The HUD icon shows a Micro Uzi instead of a MAC-10.
 * MP5: Despite being referred to as such in-game, it looks more like the civilian HK94A3 variant converted to full-auto fire.
 * Ruger: The reloading animation erroneously depicts the charging handle as being on the left side instead of the right.
 * M4: While the Model 733's presence is accurate in the game, an actual M4 would be anachronistic, since it was produced in 1994.
 * PSG-1: Despite being referred to as such in the PS2 version, it is actually modeled after the SR9(T) variant, which is anachronistic since it was introduced in 1990; an actual PSG-1 would be appropriate.

In GTA San Andreas

 * Pistol: Same reasoning as in Vice City regarding the magazine model. Furthermore, the HUD icon shows a Glock 17 instead of an M1911. On another note, some missions involve law enforcement using the weapon sideways (gangster-style), which is unprofessional.
 * Silenced Pistol: Same erroneous magazine model as the non-silenced variant, as well as the HUD icon showing a silenced Glock 17 instead.
 * Sawn-off Shotgun: An empty shell is incorrectly shown being ejected after each shot, which shouldn't be the case on such a double-barreled shotgun.
 * Micro SMG: On the opposite of Vice City, the HUD icon shows a MAC-10 instead of a Micro Uzi. On another note, it is seen used by the FBI in some missions; it would be more appropriate for them to stick to the MP5. Additionally, the way it is fired sideways is unprofessional for law enforcement.
 * AK-47: Despite being referred to as such in-game, it is actually modeled after the Chinese Norinco Type 56 clone.
 * M4: Same reasoning as in Vice City. Additionally, the magazine model is that of the 30-round capacity, whereas a 50-round magazine for it would either be longer or a drum magazine.
 * Rifle: Incorrectly needs only to be lever cycled, and never seen being reloaded.
 * Sniper Rifle: The HUD icon shows a PSG-1 instead of a Remington 700.

In GTA Liberty City Stories

 * Pistol: In the Mobile edition of the game, the HUD icon shows an M1911 instead of the Glock 17 used in-game.
 * Pump Shotgun: This version is modeled after an Over and Under Shotgun, which shouldn't be pump-action as depicted in-game, but break-action (like semi-automatic) instead, with a two-round capacity. Furthermore, the HUD icon shows an Ithaca 37 instead.
 * SMG: In the Mobile edition, the HUD icon shows a full-length MP5 instead of the MP5K used in-game.
 * Laser Sniper: The HUD icon shows the original PSG-1 instead of the in-game SR9(T) variant.
 * Minigun: In the Mobile edition, the HUD icon shows the six-barreled M134 Minigun from previous games instead of the tri-barreled GAU-19 model used in-game.

In GTA Vice City Stories

 * Pistol: Being a Beretta 92FS with a 17-round magazine, it should have have a deeper base than the one on the 15-round model in the game (furthermore, the Beretta's 17-round magazines were not in existence during the game's setting).
 * The stainless steel Beretta 92FS Inox variant seen in cutscenes is anachronistic, since it was introduced in 1990
 * Pump Shotgun: Same reasoning as in Liberty City Stories regarding the pump-action and the HUD icon.
 * Scorpion: It incorrectly shares ammunition with other submachine guns; the real Skorpion Vz.61 is chambered in .32 ACP, unlike the other 9×19mm submachine guns.
 * MP5: The model is a mix of several variants, but mostly matches the SP89 version (converted to full-auto), which is anachronistic to the game, since it was made in 1989. The MP5K (or simply the standard MP5) would be more appropriate; the HUD icon shows an MP5K anyway.
 * M16: It is erroneously referred to as "M4" by Lance Vance (which would be anachronistic). Furthermore, it is modeled with a 20-round magazine, whereas the weapon in-game has a 30-round capacity. Moreover, the HUD icon shows a short carbine variant instead of an M16.
 * Sniper Rifle: It incorrectly operates in bolt-action mode; the sniper rifle in-game is modeled after the M21, which is semi-automatic. Furthermore, the HUD icon shows a Remington 700 instead of an M21.
 * Laser Sniper: The HUD icon shows a PSG-1 instead of an SVD Dragunov.
 * Rocket Launcher: Like in GTA III, being an M72 LAW in-game, it is incorrectly treated as being reloadable; it is also depicted with a custom pistol grip.

In GTA IV & Episodes
''General facts: The reloading animations for the Pump Shotgun and the Combat Shotgun always depict two shells being inserted, regardless of the number of shells needed. Furthermore, when blind-firing, the Combat Shotgun, Sawn-off Shotgun, Assault Shotgun and Automatic Shotgun incorrectly operate in pump-action. Additionally, the handguns incorrectly share ammo with each other, despite mostly being chambered differently.''


 * Pistol: It is incorrectly referred to as "9mm"; the real Glock 22 is chambered in .40 S&W.
 * Additionally, a cutscene and dialogue in The Ballad of Gay Tony indicates that the weapon has a trigger safety, whereas the real Glock 22 doesn't have one.
 * Pump Shotgun: The in-game model shows an airsoft version rather than an actual Ithaca 37 Stakeout, not to mention that the real Stakeout doesn't have a side-mounted ejection port. Furthermore, the magazine tube is not long enough to have a high ammo capacity like the weapon in-game.
 * Combat Shotgun: It is incorrectly depicted as having a pumping handle; the real Remington 1100 has a right side-mounted charging handle.
 * Furthermore, it is not convenient to load successive shells in the ejection port (as opposed to the loading port) as depicted in the GTA IV version.
 * Sawn-off Shotgun in The Lost and Damned: An empty shell is incorrectly shown being ejected after each shot, which shouldn't be the case on such a double-barreled shotgun.
 * Assault Shotgun in The Lost and Damned: It is incorrectly fully-automatic in-game; the real Cobray Street Sweeper is semi-automatic. When standing, it is erroneously reloaded only by cocking it, and this is incorrectly done from left side instead of the right. Furthermore, when crouched, the reloading animation depicts the weapon as having a detachable magazine; the real one requires shells to be loaded one-by-one into the fixed magazine.
 * Automatic Shotgun in The Ballad of Gay Tony: It is incorrectly semi-automatic in-game; the real AA-12 is fully-automatic (although in-game the variant with explosive shells is used in full-auto mode if the player is falling or being burned).
 * SMG: When crouched, the reloading animation is erroneous, showing a non-existent lever being pulled after cocking the weapon.
 * When reloading in The Lost and Damned and The Ballad of Gay Tony, the charging handle incorrectly locks back on its own before changing the magazine.
 * Assault SMG in The Ballad of Gay Tony: It incorrectly shares ammunition with other submachine guns; the real P90 is chambered in 5.7×28mm, unlike the other 9×19mm submachine guns.
 * Assault Rifle: When standing, it is erroneously reloaded only by cocking it without replacing magazines, and like in previous games it is incorrectly cocked from left side. On another note, it incorrectly shares ammunition with the Carbine Rifle and the Advanced MG; in reality it is chambered differently from them.
 * Carbine Rifle: Same reasoning as the Assault Rifle regarding both points of the cocking operation.
 * Sniper Rifle: The bolt is erroneously operated from the left side instead of the right, despite the model clearly showing the bolt on the right side. Furthermore, the model shows a 10-round magazine, while the weapon in-game only holds 5 rounds.
 * Grenade Launcher in The Lost and Damned and The Ballad of Gay Tony: The grenades' behavior of bouncing off walls and only exploding later (and for instance only detonating on impact on enemies/vehicles in TBoGT) is unrealistic; they should detonate on impact on any surface.

In GTA V & Online
''General facts: The reloading animations for the Pump Shotgun, Sawed-Off Shotgun, Bullpup Shotgun and Sweeper Shotgun always depict one shell being inserted, regardless of the number of shells needed. Additionally, weapons in each class of handguns, submachine guns, light machine guns, assault rifles and sniper rifles incorrectly share ammo with each other, despite mostly being chambered differently.''


 * Pistol: It is incorrectly stated to be chambered in .45 in Ammu-Nation stores, whereas the real Taurus PT92AF fires 9x19mm rounds. However, the side of the weapon correctly indicates 9mm, and Michael refers it to as such in "Complications".
 * AP Pistol: Assuming it is actually intended to be a Colt SCAMP, it is erroneously fully-automatic, except during the rappelling part in "Three's Company", where it is correctly used in 3-round burst mode.
 * Marksman Pistol: When reloading, the empty shell is not ejected before loading a new round.
 * Assault Shotgun: Despite having the appearance of the pump-action UTS-15 with an fictionally added box magazine, it functions like an AA-12 instead, due to the fully-automatic fire. It is depicted with a custom charging handle added to the right side of the receiver to replace the pump.
 * Bullpup Shotgun: In reality, the KSG's tube selector should be switched after firing half of the magazine capacity; otherwise it would only be able to fire this half.
 * Musket: Erroneously classified as a shotgun instead of a rifle (and thus incorrectly shares ammo with other shotguns). Furthermore, during the reload, the player isn't seen pushing the ball with a ramrod, and neither do they load the pan with gunpowder nor re-cock the hammer.
 * Heavy Shotgun: Given the fact that it fires slugs in-game, it shouldn't share ammo with other buckshot-firing shotguns as depicted.
 * Sweeper Shotgun: While the game suggests to some extend the Cobray Street Sweeper, it is actually modeled after the Armsel Protecta variant, which only cycles in manutal rotation in reality. Other versions such as the Street Sweeper and the original Armsel Striker are semi-automatic instead. Note that the HUD icon actually displays a Striker rather than a Protecta, as it shows a winding key in front of the drum.
 * Micro SMG: It is incorrectly portrayed as firing from a (mostly seen in first-person view); the real weapon fires from an.
 * Assault SMG: It is largely on based on the Magpul PDR, which is an assault rifle instead of a submachine gun, and this weapon was not produced in reality as the project has been abandoned.
 * Gusenberg Sweeper: It is inaccurately treated as a light machine gun instead of a submachine gun (evidenced by it sharing ammunition with the other LMGs), and incorrectly fires from a closed bolt instead of an open one.
 * MG: The charging handle is incorrectly on the left side instead of the right.
 * Assault Rifle: It is strange for this AK-type rifle to be used by the US Military, who should stick to the Carbine Rifle instead.
 * Heavy Sniper: When aiming the scope, the sound of a bolt operation can be heard after each shot, which is erroneous since the weapon is semi-automatic.
 * Grenade Launcher: Same reasoning as in in The Lost and Damned and The Ballad of Gay Tony.
 * Minigun: Same reasoning as in previous games.
 * Rail Gun: Similarly, real rail guns are only mounted; portable ones don't exist.

Magazine modeling errors

 * The AP Pistol, Pistol .50, SNS Pistol and Vintage Pistol are depicted with long projecting magazine models when the extended magazine attachment is used, which is not possible on their real counterparts.
 * Heavy Pistol: Given the high ammo capacity for this M1911 variant, it should have a long projecting magazine (which is used of the "extended clip" model) instead of the single-stack one, and a drum mag when the extended magazine attachment is used.
 * Sawed-Off Shotgun: The 8-round capacity is too excessive for a weapon with such a short magazine tube.
 * SMG: The "extended clip" model should be used for the standard 30-round version, while the single "drum magazine" model should be used for the extended magazine version, and a dual drum magazine like that of the Special Carbine should be used for the drum mag version.
 * Combat PDW: Same reasoning as the SMG, except that a 100-round drum mag wouldn't be available for this one.
 * Machine Pistol: The 30-round capacity depicted with the drum magazine attachment would simply be achievable with a long standard box magazine; real TEC-DC9 drum mags hold much more ammunition.
 * Mini SMG: The "extended clip" model should be used for the standard 20-round version, while the 30-round extended one should be an even longer magazine.
 * Gusenberg Sweeper: The standard 30-round version should have a normal box magazine (whereas the the drum one should only be used with extended magazine attachment).
 * MG: The standard magazine model shows a circular drum, looking similar to that of the RPD); such a drum magazine cannot attach to the socket under the PKM.
 * Assault Rifle: The 40-round magazine model seen with the extended magazine attachment is not enough to hold the in-game 60-round capacity.
 * Carbine Rifle: Same reasoning as the Assault Rifle. Additionally, regarding the available 100-round magazine, the same dual drum of the Special Carbine would be much more appropriate than the LMG-style ammunition box used for the carbine rifle.
 * Grenade Launcher: The model has 6 tubes in its cylinder (the capacity of the real Milkor MGL), yet the weapon erroneously has a capacity of 10 grenades in-game.

Extras

 * AP Pistol: Assuming it is intended to be a Colt SCAMP, the in-game model is depicted with a traditional pistol slide.
 * Pistol .50: The weapon model lacks the long beaver-tail of the actual Desert Eagle.
 * Advanced Rifle: It is modeled with an open pistol grip and a traditional trigger guard (similarly to the MTAR-21 variant), although early screenshots showed a more correct CTAR-21.
 * Special Carbine: It utilizes straight metal magazines similar to the Galil 7.62 (contrary to the actual G36C, which is chambered in 5.56). Additionally, it has a custom charging handle that juts out on both sides of the weapon, rather than a flush charging handle. Moreover, it incorrectly has 6 vent-holes on the handguard (similarly to the full-sized G36) instead of 2.
 * Bullpup Rifle: It has an M4-style front sight and uses magazines similar to the Norinco Type 56.
 * Pump Shotgun and Grenade Launcher: They have a Magpul CTR stock.
 * Carbine Rifle and Marksman Rifle: They have an ACE Skeleton stock, incorrectly shown as collapsible in both cases.
 * Additionally, The Marksman Rifle uses magazines similar to aftermarket modifications of the SKS (although the SKS is chambered in 7.62x39, whereas the M39 EMR is chambered in 7.62x51).
 * The Combat MG has the buttstock of an M60.
 * The name of the "Extended Clip" customization is incorrect, since the applicable weapons use magazines, not clips.

Magazine capacities that I would put in the games
''"+1" denotes an additional round that can be carried in the chamber when available for said weapon. Note that not all the capacities that I changed were necessarily incorrect in the original games, but I had to change some of these for the sake of either putting more common ones (especially during the game's time period) or balancing them with those that needed to be corrected. I didn't include the weapons with complex capacities (Flamethrower/ElectroGun/Minigun/Railgun).''