This article, Resident Evil: Hyper-Evolution 2/Weapons, was written by Hyper Zergling. Please do not edit this fiction without the writer's permission. |
Resident Evil: Hyper-Evolution 2, like its predecessor, Resident Evil: Hyper-Evolution, takes a more realistic approach on weapons in terms of damage and how they function in real life when compared to other Resident Evil titles. Because of this, several "rules" to weapon stats are included in the game.
Notable mechanics[]
General differences[]
In general, the firepower of weapons attempt to reflect how much damage they would do in real life; perhaps the most obvious example is the automatics dealing far more damage than in other Resident Evil titles and magnums dealing far less. Furthermore, the rate of fire on nearly all weapons is dramatically increased, although firing most weapons at full speed very often causes accuracy to suffer due to recoil, while the reloading times are also increased (thus giving noticeably slower reloading speeds).
Reloading and Capacity[]
Many weapons will have a different capacity depending on when they are reloaded. These weapons will have one extra bullet if reloaded mid-magazine, but will not have that extra bullet if reloaded before being empty. This is because in many firearms, a shot is loaded into the chamber of the weapon right after the previous shot, unless there is no shot left to be loaded.
Many weapons also reload somewhat more slowly if reloaded after being empty, due to the weapon being needed to be cocked.
The reload times of both Shotguns vary depending on how many shots have been fired between reloads, as each shell or round needs to be loaded one at a time.
Speed Penalty[]
Many weapons possess some sort of speed penalty that will cause the player character to walk more slowly by a certain percentage. It should be noted that all handguns do not have speed penalties.
Penetration and levels of armor[]
The amount of damage most weapons deal depend on a "Penetration" stat and the type of target. Enemies can either be Unarmored, Lightly Armored, or Heavily Armored. Many enemies can have different levels of armor on different parts of the body.
Penetration | Unarmored | Lightly Armored | Heavily Armored |
0 | 100% | 50% | 25% |
1 | 100% | 100% | 25% |
2 | 100% | 100% | 100% |
Weapons[]
Handguns[]
Hornets' Nest[]
The Hornets' Nest is Dom's starting weapon. It functions similarly to how the Matilda and the M93R does in RE4 and RE5 respectively, possessing a three-round burst function, which is its secondary firing mode. Unlike the the aforementioned handguns, the Hornets' Nest can never fire in two-round bursts.
Ammo | 9mm Ammo |
Firepower | 140 |
Penetration | 0 |
Capacity | 10 (+1) |
Speed Penalty | -5% |
M92F[]
The M92F is the starting weapon of Yanus Prokopenko and Jane Bradstreet.
Ammo | 9mm Ammo |
Firepower | 150 |
Penetration | 0 |
Capacity | 15 (+1) |
Speed Penalty | -0% |
Five-seveN[]
The Five-seveN is the starting weapon of Peregrine in Tony's story.
Ammo | 5.7mm Ammo |
Firepower | 60 |
Penetration | 1 |
Capacity | 30 (+1) |
Speed Penalty | -0% |
Ammunition gallery[]
Shotguns[]
Shotguns are notable for being able to utilize three different types of ammunition – 00 Buckshot Shells, 000 Buckshot Shells, and Slug Shells. The Buckshot Shells fire multiple pellets while the Slug Shells fire individual projectiles that deal high damage to single targets.
870 Police[]
The 870 Police is the first shotgun that appears in Resident Evil: Hyper-Evolution 2 in Dom's story. It is a pump-action shotgun.
Ammo | 00 Buckshot Shells 000 Buckshot Shells Slug Shells |
Firepower (00 Buckshot Shells) | 80x9 |
Firepower (000 Buckshot Shells) | 100x8 |
Firepower (Slug Shells) | 1000 |
Penetration (Buckshot Shells) | 0 |
Penetration (Slug Shells) | 1 |
Capacity | 6 |
Speed Penalty | -15% |
SPAS-12[]
The SPAS-12 is the second and only other shotgun in Dom's story and comes with 000 Buckshot Shells. It fires semi-automatically but possesses more recoil than the 870 Police, forcing the user to readjust aim after every shot.
Ammo | 00 Buckshot Shells 000 Buckshot Shells Slug Shells |
Firepower (00 Buckshot Shells) | 80x9 |
Firepower (000 Buckshot Shells) | 100x8 |
Firepower (Slug Shells) | 1000 |
Penetration (Buckshot Shells) | 0 |
Penetration (Slug Shells) | 1 |
Capacity | 9 |
Speed Penalty | -15% |
FN SLP[]
The SLP is the only shotgun that appears in Jane's story and fires semi-automatically.
Ammo | 00 Buckshot Shells 000 Buckshot Shells Slug Shells |
Firepower (00 Buckshot Shells) | 70x9 |
Firepower (000 Buckshot Shells) | 90x8 |
Firepower (Slug Shells) | 990 |
Penetration | 0 |
Capacity | 9 |
Speed Penalty | -15% |
Ammunition gallery[]
Automatics[]
AK-47[]
The AK-47 is the only automatic that appears in Dom's story. It possesses great firepower at a high rate, but has noticeable amounts of recoil.
Ammo | 7.62x39mm Ammo |
Firepower | 570 |
Penetration | 1 |
Capacity | 30 (+1) |
Speed Penalty | -10% |
MP9[]
The MP9 is the first automatic that appears in Jane's story.
Ammo | 9mm Ammo |
Firepower | 140 |
Penetration | 0 |
Capacity | 30 (+1) |
Speed Penalty | -5% |
SIG 556[]
The SIG 556 is the second and only other automatic that appears in Jane's story.
Ammo | .223 Ammo |
Firepower | 440 |
Penetration | 1 |
Capacity | 30 (+1) |
Speed Penalty | -10% |
Ammunition gallery[]
Rifles[]
Mosin-Nagant[]
The Mosin-Nagant is the first sniper rifle in Dom's story. It is a bolt-action rifle.
Ammo | 7.62x54mmR Ammo |
Firepower | 980 |
Penetration | 1 |
Capacity | 5 (+1) |
Speed Penalty | -20% |
Battle Rifle[]
The Battle Rifle appears in both Dom's and Jane's stories and fires semi-automatically.
Ammo | 7.62x51mm Ammo |
Firepower | 670 |
Penetration | 1 |
Capacity | 20 (+1) |
Speed Penalty | -10% |
DSR-50[]
The DSR-50 is the last sniper rifle to appear in Dom's story, and is bolt-action. It is exceedingly powerful and utilizes two types of ammunition - 12.7mm FMJ Ammo and 12.7mm SLAP Ammo, the former of which can pierce through one Unarmored or Lightly-Armored target and latter of which is even less common but can pierce through two targets Unarmored or Lightly-Armored targets. When the player character finds 12.7mm SLAP Ammo, the DSR-50 will no longer have its muzzle break; when the player runs out of 12.7mm SLAP Ammo, the muzzle break will return.
Ammo | 12.7mm FMJ Ammo 12.7mm SLAP Ammo |
Firepower (12.7mm FMJ Ammo) | 2300 |
Firepower (12.7mm SLAP Ammo) | 1600 (Unarmored and Lightly Armored) 4800 (Heavily Armored) |
Penetration | 2 |
Capacity | 3 (+1) |
Speed Penalty | -25% |
Ammunition gallery[]
Magnums[]
Compared to existing Resident Evil titles, the magnums of RE:HE are substantially weaker but possess much higher rates of fire, being only slightly slower than handguns.
S&W Model 500[]
The S&W Model 500 appears in Dom's story.
Ammo | .500 Magnum Ammo |
Firepower | 890 |
Penetration | 1 |
Capacity | 5 |
Speed Penalty | -10% |
Lightning Hawk[]
The Lightning Hawk appears in Jane's story.
Ammo | .50 AE Magnum Ammo |
Firepower | 590 |
Penetration | 1 |
Capacity | 7 (+1) |
Speed Penalty | -5% |
Mateba[]
The Mateba is one of Tony's starting weapons.
Ammo | .357 Magnum Ammo |
Firepower | 300 |
Penetration | 1 |
Capacity | 6 |
Speed Penalty | -0% |
Ammunition gallery[]
Grenades[]
Many of the grenades from existing Resident Evil titles make a return to REHE. Hand Grenades and Incendiary Grenades are noticeably more powerful than their previous counterparts. All grenades do not induce speed penalties.
Flash Grenade[]
The Flash Grenade functions almost identically to its counterparts in other Resident Evil titles. A single flash grenade deals 10 damage upon detonation, and stuns all forms of enemies, even bosses.
Hand Grenade[]
Incendiary Grenade[]
Other[]
Knife[]
The Knife is used by most of the playable characters; in storymode, only Tony and Peregrine do not use knives. All knives function identically, each dealing 50 damage per hit with a Penetration level of 2 and giving no speed penalty, but possess aesthetic differences.
Longbow[]
The Longbow is exclusive to Flávia. The Longbow uses two types of ammunition – Wooden Arrows and Poison Arrows, the latter of which can be obtained by collecting frogs and applying them to the former.
Ammo | Wooden Arrow Poison Arrow |
Firepower (Wooden Arrow) | 20 |
Firepower (Poison Arrow) | 1500 |
Penetration | 0 |
Speed Penalty | -0% |
Compound Bow[]
The Compound Bow is exclusive to Tony Wesker. The Compound Bow uses two types of ammunition – Aluminum Arrows and Explosive Arrows – the latter of which deals 10 or 60 damage on impact (depending on the target), and then detonates for 9,000 damage.
Ammo | Aluminum Arrow Explosive Arrow |
Firepower (Aluminum Arrow) | 70 |
Firepower (Explosive Arrow) | 50 + 9000 |
Penetration | 1 |
Penetration (Explosive Arrow explosion) | 2 |
Speed Penalty | -0% |