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Far Cry 2: Difference between revisions

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==Daewoo USAS-12==
==Daewoo USAS-12==
The [[Daewoo USAS-12]] is a South Korean made combat shotgun capable of semi-automatic and fully-automatic fire. It too appears in the game. Despite having the 20-round drum magazine, it only holds 12 rounds.
The [[Daewoo USAS-12]] is a South Korean-made combat shotgun capable of semi-automatic and fully-automatic fire, and can first be found in a Northern safe house; however, it cannot be acquired from the Arms Dealer until his missions in the South are unlocked. Despite having the 20-round drum magazine, it only holds 12 rounds. It wears out incredibly quickly, starting to jam after only a handful of reloads, but is useful when a lot of enemies will be encountered at close range as the weapon's firepower is overwhelming. The jam animation is an incomplete ejection which leaves a shell stuck in the ejection port; the player character will try to deal with this by fiddling with the cocking handle and thumping the opposite side of the reciever until prompted to actually ''pull'' the cocking handle by the player. The failure animation is bizarre; the entire front end of the weapon falls off.


[[Image:USAS12.jpg|thumb|none|600px|Daewoo USAS-12, 12 gauge.]]
[[Image:USAS12.jpg|thumb|none|600px|Daewoo USAS-12, 12 gauge.]]

Revision as of 09:03, 27 June 2009

The following weapons appear in the video game Far Cry 2:

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Star Model-P

The Star Model-P appears in the game as the "Star 45." It is the first weapon the player character is given, after The Jackal threatens them with it.

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Frank Bilders holds a "Star 45" at the beginning of Far Cry 2.
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In an ideal world, an assassination should not end with you flat on your back with malaria while your target holds your gun, reads your orders to you, and then makes fun of you for being useless.

Makarov PM

The Makarov PM appears in the game in standard and suppressed versions.

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Makarov PM 9x18mm Makarov

IMI Desert Eagle

The Desert Eagle is the sidearm of most of your buddies in the game. The game says it's chambered for the .50AE, but it has an eight round magazine making it a .44.

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Desert Eagle .50 AE

-Could be that its .50 AE with a round chambered.

Ingram MAC-10

The MAC-10 appears in the game, in an as of yet unknown caliber.

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MAC-10 .45 ACP
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Frank finds a discarded Ingram MAC-10 in a sniper's lookout. Enemy automatics are among the worst things you can pick up, given their propensity for jamming at the least opportune moments.

IMI Uzi

The Uzi can be used as a secondary weapon

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IMI Uzi 9mm

M79

The M79 grenade launcher can be used as a secondary weapon.

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M79 Grenade Launcher 40mm
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Frank aims his M79 at a particularly vicious-looking lake.
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Firing the M79 demonstrates that local buildings are made of explodium instead of wood.
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Reloading the M79; note that a red band on a 40mm grenade indicates it is a chemical round.

H&K MP5SD

The H&K MP5SD appears in the game.

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Heckler & Koch MP5SD# 9mm

Franchi SPAS-12

The Franchi SPAS-12 appears in the game. It fires in semi-auto mode only and holds 12 rounds (the real life version holds 8 rounds).

Ithaca Model 37 "Homeland Security"

The Ithaca 37 can be used as a primary weapon. It is found on the arms dealer's website as "Homeland 37".

Daewoo USAS-12

The Daewoo USAS-12 is a South Korean-made combat shotgun capable of semi-automatic and fully-automatic fire, and can first be found in a Northern safe house; however, it cannot be acquired from the Arms Dealer until his missions in the South are unlocked. Despite having the 20-round drum magazine, it only holds 12 rounds. It wears out incredibly quickly, starting to jam after only a handful of reloads, but is useful when a lot of enemies will be encountered at close range as the weapon's firepower is overwhelming. The jam animation is an incomplete ejection which leaves a shell stuck in the ejection port; the player character will try to deal with this by fiddling with the cocking handle and thumping the opposite side of the reciever until prompted to actually pull the cocking handle by the player. The failure animation is bizarre; the entire front end of the weapon falls off.

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Daewoo USAS-12, 12 gauge.
File:FC-USAS.jpg
USAS-12 shotgun in Far Cry 2

AK-47

The AK-47 is in the game, and features quite prominently on the box art. It does not have the compensator, and therefore is not an AKM. The game also features a number of hidden "gold" AK-47s, which are otherwise identical to the normal AK-47s except they have their stocks removed and much higher durability. The gun model itself is quite off to the real thing, it has the rectangular depression of a milled AK47 but has metal stampings of an AKM.

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Guard manning one of Far Cry 2's much-hated checkpoints during the game's intro, armed with an AK47.
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Gold AK47. Several of these are hidden throughout the map, but aren't really worth the effort since they just wear out less quickly. Because gold is well known to be a hard, durable metal when used in firearm components.

FN FAL

The FN FAL appears in the game. For some reason it is named as the "Paratrooper" variant (folding stock) on the arms dealer's website, even though it has a fixed stock.

H&K G3KA4

The G3KA4 carbine version of the H&K G3 appears in the game.

This looks to me like a G3A4, espcially since the barrel is longer than the G3KA4's

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Frank holds a G3 as he studies an explosive ammo stockpile. This is ammo for the IEDs, mortar, rocket launchers and grenade launchers, as well as hand grenades, though most of the visible clutter is components of IEDs.

Armalite AR-16

This Eugene Stoner designed rifle is available as a primary weapon, with an attached 3x scope. In the game it can only be fired in three-round bursts, like the A2 and A4 models, but the upper reciever has an odd lower profile carrying handle with rails for the scope.

File:FC-Armalite.jpg
"Armalite AR-16" in Far Cry 2.

Springfield M1903A4

The Springfield M1903A4 appears in the game as the M1903A4 sniper version. It incorrectly reloads with a stripper clip inserted into a hole in front of the trigger guard instead of loading rounds one by one into the breech as per the real M1903A4. It is left hand only and has a full stock, and a scope with a duplex crosshair reticle; the player is able to keep the rifle scoped after firing, but can't operate the bolt like this. The jam animation is the bolt sticking; this is capable of triggering before the weapon fires, which makes precious little sense since the preceding shot will have shown the bolt being successfully operated.

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Springfield M1903A4 sniper rifle with M84 scope, .30-06.
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Frank holds an M1903A4 near the Northern train yard. Most games have shells eject to the left, but a left-handed bolt is rarer.
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A low-condition M1903A4 is covered in dirt, stains and rust. For some reason, none of the experienced, hardened soldiers and mercenaries the player can select have the slightest idea how to clean or maintain a firearm.
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Scope of the M1903A4.
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An enemy sniper lies beside his M1903A4. But wait...What's that brass-like gleam we see ahead of the trigger guard?
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WHERE IS YOUR GOD NOW?

SVD Dragunov

The SVD Dragunov appears in the game as the first semi-automatic sniper rifle available to the player, and one of the last set of weapons unlocked through doing the Arms Dealer's missions in the North. The SVD is one of the most useful primary weapons, and is better than the Springfield in most regards. The SVD reloads and fires more quickly, while the difference in damage is negligible; it is less reliable, but not nearly as much so as the AS50. The player character holds it rather oddly, and it features a highly inaccurate representation of the PSO-1 scope reticle.

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SVD Dragunov sniper rifle, 7.62x54mm.
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Frank with a Dragunov SVD outside Mike's Bar, preparing to obliterate Mike's Barrel. It's unusual to see quite this much of the SVD in an FPS; usually the majority of the stock is off-screen under the player character's arm when the weapon is being fired from the hip.
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Reloading a weapon is generally not performed with your finger still on the trigger.
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The scope of the Dragunov SVD: note it has too many ranging chevrons, and all the number calibrations are missing.

Remington 700

The Remington 700 appears in the game with what appears to be a Leupold Mark IV M3 10 x 40 mm scope. This version is converted to a CO2-powered single shot dart gun; it's the only sniper weapon in the special / heavy weapon slot. It can be surmised that the tranquilizer is not something intended for use on humans; a hit anywhere will kill the target instantly.

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"Tranquilizer Rifle" in Far Cry 2

Accuracy International AS-50

The Accuracy International AS50 is a British-made anti-material rifle chambered for .50 BMG. It's the most powerful sniper rifle in the game and the least durable, and is equipped with an illuminated mil-dot scope with a stadiametric rangefinder. This distorts slightly immediately after firing.

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AI AS50, .50 BMG
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AS50 in Far Cry 2.
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Frank encounters the first AS50 in the game, hidden in a safe house.
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In the words of Tim Colceri, "Get Some!"

PKM

The PK machine gun appears in the game. Like alot of video games the recoil on the PKM is exagerated when one is standing to the point where the weapon is uncontrolable while standing. In reality the PKM's slow roughly 600 round per minute rate of fire allows for controled full auto from the shoulder.

FN M249 SAW

The M249 SAW appears in the game, in both man portable and emplaced versions. The emplaced version is secured by the bipod attachment point but is always horizontal, which makes it appear that the rear of the gun is levitating. Surprisingly, this weapon is one of the only one where the shells are ejecting on the right side.

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M249 Squad Automatic Weapon, 5.56mm.
File:FC-SAW.jpg
M249 Squad Automatic Weapon in Far Cry 2.
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Frank uses a mounted SAW in the central village of the Northern map. Despite this being a cease-fire zone, nobody cares about you screwing around with their mounted guns, provided you don't actually fire them.
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An M249 SAW in the rare anti-gravity configuration.

MGL-140

This version of the Milkor MGL appears in game equipped with a scope with a precision plex reticle. It only holds 4 rounds in the cylinder compared to the real MGL's six.

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Frank make good use of a low-condition MGL found in a safe house.
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Reloading the Milkor MGL shows the four-round cylinder. For some reason, rather than just replace the grenades, the player character yanks the entire cylinder out and shoves in a new loaded one.
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Scope of the MGL. It's not clear why it appears orange when you're not looking through it, since it doesn't appear to be illuminated.

RPG-7V

The RPG-7 appears in the game. In real life the shell goes allot faster (about 294 meters per second) and does not have a smoke trail. It also self-destructs at maximum range; the Far Cry 2 version instead has the motor cut out and the rocket fall in a ballistic arc, allowing it to be used like a mortar. The "jam" animation in this case is a misfire where the rocket's booster charge ignites but the motor doesn't correctly, leaving the rocket spinning in circles on the ground a couple of yards right in front of the player. Needless to say, when it does this the self-destruct works just fine.

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Frank holds his RPG-7 in Far Cry 2. The RPG is one of the possible first heavy weapons the player can acquire; what they get depends on which quadrant of the town they collapse during the gun battle at the very start of the game.
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Firing the RPG-7. Rocket weapons are unusually realistic in terms of physics, and require some skill to use; poorly-aimed rockets will deflect off angled surfaces.

FFV Carl Gustav

The Carl Gustav is a Swedish-made 84mm man-portable multi-purpose recoilless rifle produced by Saab-Bofors; in real life it's an unguided recoilless grenade launcher with some rocket-boosted rounds available. In Far Cry 2 it is depicted as a laser-guided missile launcher with projectiles so manoeuvrable they can turn right around in mid air if the sight is pointed at the user's feet and return to hit him. The "jam" animation is a misfire similar to that of the RPG-7; the failure animation has the hinged rear venturi tube break off, after which the player character throws the weapon away.

LPO-50 Flamethrower

The LPO-50 is a Russian-made flamethrower that can be found in the game. While promotional images show it correctly as an almost featureless tube with a pistol grip hooked up to a backpack containing three fuel tanks, the in-game model has a single fuel tank and what appears to be a pressure tank near the muzzle, and a fuel gauge halfway along the weapon. The misfire animation is a pressure leak at the base of the fuel gauge, requiring the nut there to be tightened to remedy it. The failure animation shows the fuel tank breaking away from the frame, after which the weapon is discarded.

File:FC-LPO.jpg
It was like this when I found it, officer, I swear.

Browning M2HB

The Browning M2 appears in the game as an emplaced weapon and mounted on vehicles. It has a significantly lower rate of fire than its real life counterpart. As with the mounted SAW and Mk. 19, during protracted firing smoke will escape from the M2; the longer it is fired without pausing, the darker the smoke that comes out of the weapon will be. If it is allowed to overheat, flames will briefly be visible, followed by a cooldown period. The M2 overheats much more readily than the SAW, but still not as rapidly as the Mk. 19.

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M2HB mounted on a Unimog vehicle. The Unimog is exclusive to the Fortunes Pack addon, though the only real difference between it and the regular trucks is that Unimogs will spawn armed with M2s even in the Northern map where vehicles would normally only spawn with M249s.
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Frank fires the M2HB. The rate of fire is slow even for a semi-auto, never mind a machine gun, but M2 is both long-ranged and extremely damaging.

Mk. 19

The Mk 19 grenade launcher appears in the game as an emplaced weapon mounted on vehicles.

"Fortunes Pack" weapons

These three weapons are exclusive to the "Fortunes Pack" DLC that was released shortly after the game. If this is purchased, a large crate is placed in the centre of the arms dealer's warehouse containing the three weapons. They do not have to be bought.

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The Fortunes Pack crate, containing the three extra weapons and demonstrating that Russian is just English with funny looking letters.

Sawed-Off Double Barreled Shotgun

An old-fashioned rabbit-ear double-barrel with decorative engraving, this is used in the pistol slot.

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Any visit to Mike's Bar must include the wanton destruction of his Barrel.
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Frank reloads his sawnoff shotgun. Given all the engraving on this thing, rather than sawing it off he could probably have sold it on eBay and bought a pump-action or five instead.

Remington 11-87

Equipped with a pistol grip, (empty) spare shell holder on the right hand side, and a silencer with the weapon's sight on top of it.

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Silenced Remington 11-87 from the Fortunes Pack.
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The silenced Remington in a cease-fire zone, showing the side of the weapon.

Crossbow

A compound crossbow with wood furniture is the special weapon for the Fortunes Pack. The Crossbow is equipped with the same scope as the grenade launcher and AR-16, this time with a crosshair reticle. It fires exploding arrows so you can go Rambo.

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The Fortunes Pack crossbow.
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Frank resets his crossbow.
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The reticle of the crossbow is basically the same as the one used for the M1903A4.