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Far Cry 2: Difference between revisions
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[[Image:Star_p.jpg|thumb|none|600px|Star Model-P, .45 ACP.]] | [[Image:Star_p.jpg|thumb|none|600px|Star Model-P, .45 ACP.]] | ||
[[Image:FC2-Star45.jpg|thumb|none|600px|Frank Bilders holds a "Star 45" at the beginning of ''Far Cry 2''.]] | [[Image:FC2-Star45.jpg|thumb|none|600px|Frank Bilders holds a "Star .45" at the beginning of ''Far Cry 2''.]] | ||
[[Image:FC2-Star45-Jkl.jpg|thumb|none|600px|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.]] | [[Image:FC2-Star45-Jkl.jpg|thumb|none|600px|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.]] | ||
[[Image:FC2-Star45-kB.jpg|thumb|none|600px|The Star 45 blows up; the slide and hammer fly off and the magazine drops out; there's just enough time to notice the gun has no magazine well before Frank discards it.]] | [[Image:FC2-Star45-jam.jpg|thumb|none|600px|The Star .45 jams; taken from an enemy and fired repeatedly, the Star will actually blow up before it has jammed even once; seemingly, a particular gun's chance of jamming is partly based on how long the player has been carrying that specific gun. Here Frank is left tugging on the slide until the player prompts him to do so more forcefully.]] | ||
[[Image:FC2-Star45-kB.jpg|thumb|none|600px|The Star .45 blows up; the slide and hammer fly off and the magazine drops out; there's just enough time to notice the gun has no magazine well before Frank discards it.]] | |||
==Makarov PM== | ==Makarov PM== | ||
The [[Makarov PM]] is the second regular pistol in the game, and really isn't that different to the Star .45 in practical terms. | The [[Makarov PM]] is the second regular pistol in the game, and really isn't that different to the Star .45 in practical terms; slightly less powerful and more accurate, but overall still a questionable choice compared to other secondary weapons. | ||
[[Image:MakarovIJ70.jpg|thumb|none|450px|Makarov PM, 9x18mm Makarov.]] | [[Image:MakarovIJ70.jpg|thumb|none|450px|Makarov PM, 9x18mm Makarov.]] | ||
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==Ingram MAC-10== | ==Ingram MAC-10== | ||
The [[MAC-10]] | The [[MAC-10]] is available as a secondary weapon. The weaker and less accurate of the two SMGs in the secondary slot, it's the only one available in the Northern map, and useful if the rest of the player's chosen weapons aren't geared for fighting up close. | ||
[[Image:IngramMAC10.jpg|thumb|none|450px|MAC-10 .45 ACP]] | [[Image:IngramMAC10.jpg|thumb|none|450px|MAC-10 .45 ACP]] | ||
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The [[Uzi]] can be used as a secondary weapon. | The [[Uzi]] can be used as a secondary weapon. | ||
[[Image:Uzi.jpg|thumb|none|450px|IMI Uzi 9mm]] | [[Image:Uzi.jpg|thumb|none|450px|IMI Uzi, 9mm.]] | ||
==Number 4 Mark 1 Flaregun== | ==Number 4 Mark 1 Flaregun== | ||
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==M79== | ==M79== | ||
The [[M79 grenade launcher]] | The [[M79 grenade launcher]] is the most powerful projectile weapon in the secondary slot; a single-shot grenade launcher which fires shots in a long arcing trajectory, it destroys any object in the game in a single hit and has an extremely wide splash radius; a few shots will easily annihilate a checkpoint. | ||
[[Image:M79-Grenade-Launcher.jpg|thumb|none|600px|M79 Grenade Launcher 40mm]] | [[Image:M79-Grenade-Launcher.jpg|thumb|none|600px|M79 Grenade Launcher, 40mm.]] | ||
[[Image:FC2-M79.jpg|thumb|none|600px|Frank aims his M79 at a particularly vicious-looking lake.]] | [[Image:FC2-M79.jpg|thumb|none|600px|Frank aims his M79 at a particularly vicious-looking lake.]] | ||
[[Image:FC2-M79-fire.jpg|thumb|none|600px|Firing the M79 demonstrates that local buildings are made of explodium instead of wood.]] | [[Image:FC2-M79-fire.jpg|thumb|none|600px|Firing the M79 demonstrates that local buildings are made of explodium instead of wood.]] | ||
[[Image:FC2-M79-load.jpg|thumb|none|600px|Reloading the M79; note that a red band on a 40mm grenade indicates it is a ''chemical'' round. | [[Image:FC2-M79-load.jpg|thumb|none|600px|Reloading the M79; note that a red band on a 40mm grenade indicates it is a ''chemical'' round.]] | ||
[[Image:FC2-M79-range.jpg|thumb|none|600px|The M79 allows the creation of impromptu scrapyards even at relatively long range.]] | |||
[[Image:FC2-M79-misfire.jpg|thumb|none|600px|The M79 misfires; the shell is visible abount to hit the ground in front of Frank.]] | |||
[[Image:FC2-M79-kB1.jpg|thumb|none|600px|The M79 failure animation; the weapon's hinge breaks after firing.]] | |||
[[Image:FC2-M79-kB2.jpg|thumb|none|600px|The front of the weapon then leaps over Frank's shoulder to freedom; either that or a howitzer has just snuck up on him.]] | |||
==H&K MP5SD== | ==H&K MP5SD== | ||
[[Image:MP5SD3.jpg|thumb|none|450px|Heckler & Koch MP5SD, 9mm]] | Without the ''Fortunes Pack'' DLC, the [[H&K MP5#Heckler & Koch MP5SD|H&K MP5SD]] is the only suppressed weapon in the primary slot; regardless, it is the only SMG in that slot, and unsurprisingly is therefore extremely weak compared to the assault rifles and sniper rifles it is placed alongside. A rapid rate of fire goes some way to making up for its shortcomings. | ||
[[Image:MP5SD3.jpg|thumb|none|450px|Heckler & Koch MP5SD, 9mm.]] | |||
[[Image:FC2-MP5.jpg|thumb|none|600px|Frank holds an MP5SD as he marvels at the ''Far Cry 2'' team's belief that a truck's axles are attached to the rims of its wheels.]] | |||
[[Image:FC2-MP5-crate.jpg|thumb|none|600px|Frank places an MP5SD into a primary weapon crate. These appear in every safe house and arms dealer; once bought, anything put into one crate can be retrieved from ''any'' crate on the map, showing they are built using the same technology as ''Resident Evil's'' chests.]] | |||
[[Image:FC2-MP5-idle.jpg|thumb|none|600px|Idle animation; the player character checks the silencer, turns the gun side-on to show the stock isn't fully extended, and then fiddles with the fire mode switch.]] | |||
[[Image:FC2-MP5-load.jpg|thumb|none|600px|Reloading the MP5SD.]] | |||
==Ithaca Model 37 long barrel== | ==Ithaca Model 37 long barrel== | ||
The [[Ithaca 37]] can be used as a primary weapon. It is found on the arms dealer's website as "Homeland 37," despite being the long-barreled hunting version and having a side ejection port. | The [[Ithaca 37]] can be used as a primary weapon. It is found on the arms dealer's website as "Homeland 37," despite being the long-barreled hunting version and having a side ejection port. | ||
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==Franchi SPAS-12== | ==Franchi SPAS-12== | ||
The [[Franchi SPAS-12]] | The [[Franchi SPAS-12]] is the second of the three shotguns in the normal game's primary slot, and the most balanced between rate of fire and rate of wear. It fires in semi-auto mode only and holds 12 rounds compared to the real weapon's eight. | ||
[[Image:Franchi-SPAS12.jpg|thumb|none|600px|Franchi SPAS-12, 12 gauge.]] | [[Image:Franchi-SPAS12.jpg|thumb|none|600px|Franchi SPAS-12, 12 gauge.]] | ||
[[Image:FC2-SPAS.jpg|thumb|none|600px|Frank holds a low-condition SPAS-12 as he examines a supply box. There are only three types of ammo pickup in the game; one for weapons that use bullets or shells, one for the flamethrower and molotovs, and one for explosive weapons. Enemy weapons, however, only count as ammo for similar ones.]] | [[Image:FC2-SPAS.jpg|thumb|none|600px|Frank holds a low-condition SPAS-12 as he examines a supply box. There are only three types of ammo pickup in the game; one for weapons that use bullets or shells, one for the flamethrower and molotovs, and one for explosive weapons. Enemy weapons, however, only count as ammo for similar ones.]] | ||
[[Image:FC2-SPAS-load.jpg|thumb|none|600px|Reloading the SPAS-12.]] | |||
[[Image:FC2-SPAS-jam.jpg|thumb|none|600px|Jammed SPAS-12; a partial ejection. Most of this animation consists of the player character hitting the opposite side of the reciever, with some attempts to pull the charging handle. Since these partly succeed to the point the whole base of the cartridge is visible when looking down the weapon, at several points in the animation it's unclear precisely what's holding it in place.]] | [[Image:FC2-SPAS-jam.jpg|thumb|none|600px|Jammed SPAS-12; a partial ejection. Most of this animation consists of the player character hitting the opposite side of the reciever, with some attempts to pull the charging handle. Since these partly succeed to the point the whole base of the cartridge is visible when looking down the weapon, at several points in the animation it's unclear precisely what's holding it in place.]] | ||
[[Image:FC2-SPAS-kB.jpg|thumb|none|600px|The SPAS-12's failure animation; the gun ejects the spent casing ''and'' its own forend.]] | |||
==Daewoo USAS-12== | ==Daewoo USAS-12== | ||
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==AK-47== | ==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. | The [[AK-47]] is a common sight in the game, and features quite prominently on the box art; it is also seen frequently on posters and crates. 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. | ||
[[Image:Ak_54.jpg|thumb|none|600px|Kalashnikov AK47, 7.62x39mm.]] | [[Image:Ak_54.jpg|thumb|none|600px|Kalashnikov AK47, 7.62x39mm.]] | ||
[[Image:FC2-AK-bullets.jpg|thumb|none|600px|Frank holds an AK47, having just used it to destroy a bullet and cartridge ammo stockpile. Doing so provides a display of Hollywood physics as bullets cook off and fly in all directions, here with enough force to knock over the metal barrels on the dockside.]] | [[Image:FC2-AK-bullets.jpg|thumb|none|600px|Frank holds an AK47, having just used it to destroy a bullet and cartridge ammo stockpile. Doing so provides a display of Hollywood physics as bullets cook off and fly in all directions, here with enough force to knock over the metal barrels on the dockside.]] | ||
[[Image:FC2-AK-Guard.jpg|thumb|none|600px|Guard manning one of ''Far Cry 2's'' much-hated checkpoints during the game's intro, armed with an AK47. | [[Image:FC2-AK-Guard.jpg|thumb|none|600px|Guard manning one of ''Far Cry 2's'' much-hated checkpoints during the game's intro, armed with an AK47. NPCs appear to be holding well-maintained weaponry, but when they are killed they always drop weapons in the worst state of repair.]] | ||
[[Image:FC2-AK-Gold.jpg|thumb|none|600px|Gold AK47. Eight of these are hidden throughout the two maps, 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.]] | [[Image:FC2-AK-Gold.jpg|thumb|none|600px|Gold AK47. Eight of these are hidden throughout the two maps, 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.]] | ||
[[Image:FC2-AK-Gold-side.jpg|thumb|none|600px|Frank admires the gold AK during the weapon's idle animation.]] | [[Image:FC2-AK-Gold-side.jpg|thumb|none|600px|Frank admires the gold AK during the weapon's idle animation.]] | ||
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[[Image:FC2-FAL-idle.jpg|thumb|none|600px|Idle animation; Frank begins to suspect the guy he got it off wasn't a paratrooper at all.]] | [[Image:FC2-FAL-idle.jpg|thumb|none|600px|Idle animation; Frank begins to suspect the guy he got it off wasn't a paratrooper at all.]] | ||
== | ==Heckler & Koch G3KA4== | ||
The [[Heckler & Koch G3#H&K G3KA4|G3KA4]] carbine version of the [[Heckler & Koch G3|H&K G3]] is the first assault rifle the player will encounter, and is used by many of the soldiers in the Northern map. It's a middle-of-the-road weapon, not really excelling at anything but being dependable enough for the early game and relatively cheap. The jam animation shows the weapon's bolt sticking closed; the player character attempts to operate the cocking lever, then hits the side of the weapon several times for no good reason, then fiddles with the magazine. | The [[Heckler & Koch G3#H&K G3KA4|Heckler & Koch G3KA4]], the carbine version of the [[Heckler & Koch G3|H&K G3]] is the first assault rifle the player will encounter, and is used by many of the soldiers in the Northern map. It's a middle-of-the-road weapon, not really excelling at anything but being dependable enough for the early game and relatively cheap. The jam animation shows the weapon's bolt sticking closed; the player character attempts to operate the cocking lever, then hits the side of the weapon several times for no good reason, then fiddles with the magazine. | ||
[[Image:G3KA4.jpg|thumb|none|600px|Heckler & Koch G3KA4 carbine, 7.62x51mm NATO.]] | [[Image:G3KA4.jpg|thumb|none|600px|Heckler & Koch G3KA4 carbine, 7.62x51mm NATO.]] | ||
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==Springfield M1903A4== | ==Springfield M1903A4== | ||
The [[Springfield_1903#1903A4_Springfield_Sniper_Rifle|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. The failure animation has the gun blow up, emitting a large cloud of thick grey-white smoke; it's then discarded. | The [[Springfield_1903#1903A4_Springfield_Sniper_Rifle|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. The failure animation has the gun blow up, emitting a large cloud of thick grey-white smoke; it's then discarded. | ||
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[[Image:FC2-M1903-hole.jpg|thumb|none|600px|An enemy sniper lies beside his M1903A4. But wait...What's that brass-like gleam we see ahead of the trigger guard?]] | [[Image:FC2-M1903-hole.jpg|thumb|none|600px|An enemy sniper lies beside his M1903A4. But wait...What's that brass-like gleam we see ahead of the trigger guard?]] | ||
[[Image:FC2-M1903-doingitwrong.jpg|thumb|none|600px|WHERE IS YOUR GOD NOW?]] | [[Image:FC2-M1903-doingitwrong.jpg|thumb|none|600px|WHERE IS YOUR GOD NOW?]] | ||
[[Image:FC2-M1903-jam.jpg|thumb|none|600px|The M1903A4 jams, leaving Frank ineffectually yanking the bolt until the player helps him realise he should be, um...yanking the bolt slightly harder.]] | |||
[[Image:FC2-M1903-kB.jpg|thumb|none|600px|The M1903A4 blows up. How it generates enough gas pressure to eject the bolt clear of the frame with an unsealed hole in the bottom of the chamber is anyone's guess.]] | |||
==SVD Dragunov== | ==SVD Dragunov== | ||
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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. The failure animation shows the barrel defying physics in order to make one final lunge at the operator's skull for not knowing how to maintain a firearm. | 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. The failure animation shows the barrel defying physics in order to make one final lunge at the operator's skull for not knowing how to maintain a firearm. | ||
[[Image:As50sr.jpg|thumb|none|600px|AI AS50, .50 BMG]] | [[Image:As50sr.jpg|thumb|none|600px|AI AS50, .50 BMG.]] | ||
[[Image:FC2-AS50.jpg|thumb|none|600px|AS50 in ''Far Cry 2''.]] | [[Image:FC2-AS50.jpg|thumb|none|600px|AS50 in ''Far Cry 2''.]] | ||
[[Image:FC2-AS50-2.jpg|thumb|none|600px|Frank encounters the first AS50 in the game, hidden in a safe house.]] | [[Image:FC2-AS50-2.jpg|thumb|none|600px|Frank encounters the first AS50 in the game, hidden in a safe house.]] | ||
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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, and also kick up a spray of blood as with the normal rifles; odd behaviour for a dartgun. | 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, and also kick up a spray of blood as with the normal rifles; odd behaviour for a dartgun. | ||
[[Image:FC2-Tranqrifle.jpg|thumb|none|600px|"Tranquilizer Rifle" in ''Far Cry 2'']] | [[Image:FC2-Tranqrifle.jpg|thumb|none|600px|"Tranquilizer Rifle" in ''Far Cry 2''.]] | ||
[[Image:FC2-Tranqrifle-2.jpg|thumb|none|600px|Frank holds the Tranquilizer Rifle in a cease-fire zone.]] | [[Image:FC2-Tranqrifle-2.jpg|thumb|none|600px|Frank holds the Tranquilizer Rifle in a cease-fire zone.]] | ||
[[Image:FC2-Tranqrifle-reload.jpg|thumb|none|600px|Frank reloads the Tranquilizer Rifle; despite mounting a small, apparently functionless magazine, the gun must be reloaded after every shot.]] | [[Image:FC2-Tranqrifle-reload.jpg|thumb|none|600px|Frank reloads the Tranquilizer Rifle; despite mounting a small, apparently functionless magazine, the gun must be reloaded after every shot.]] |
Revision as of 11:40, 1 July 2009
The following weapons appear in the video game Far Cry 2:
Star Model-P
The Star Model-P, a Spanish M1911 clone, 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. Since the secondary weapon slot in Far Cry 2 can accomodate remote bombs, a grenade launcher or a submachine gun, it isn't something the player is likely to hang on to, though it's common among mercenaries as a sidearm. Despite the game specifically noting it as a .45, the weapon shares ammo with the two Makarovs, making it the world's first .45 chambered in .365.
Makarov PM
The Makarov PM is the second regular pistol in the game, and really isn't that different to the Star .45 in practical terms; slightly less powerful and more accurate, but overall still a questionable choice compared to other secondary weapons.
6P9 suppressed pistol
The 6P9 is a modified Makarov PM with an integral two-part suppressor, and is available for use in the secondary weapon slot; the weapon is called the "Silenced Makarov 6P9" in-game. The only suppressed weapon available for this slot, it can be useful if the player is sure they'll need to be quiet, but is rather situational.
IMI Desert Eagle
The IMI 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 like a .44. The Desert Eagle is also used if the player chooses to execute a wounded buddy; some players will find this an emotional, saddening moment, while the rest will wish they were allowed to use the M79 instead.
Ingram MAC-10
The MAC-10 is available as a secondary weapon. The weaker and less accurate of the two SMGs in the secondary slot, it's the only one available in the Northern map, and useful if the rest of the player's chosen weapons aren't geared for fighting up close.
IMI Uzi
The Uzi can be used as a secondary weapon.
Number 4 Mark 1 Flaregun
A single-shot signal flare gun is usable as a secondary weapon and seen in the hands of some enemies; while they use it when alerted to call for reinforcements, for the player it is only useful as a means of starting fires from a distance.
IEDs
Improvised explosive devices can be used in the secondary weapon slot, and are essentially crude remotely triggered bombs made from one of three types of explosive device, a cell phone, duct tape, a battery and some randomly placed transistors.
M79
The M79 grenade launcher is the most powerful projectile weapon in the secondary slot; a single-shot grenade launcher which fires shots in a long arcing trajectory, it destroys any object in the game in a single hit and has an extremely wide splash radius; a few shots will easily annihilate a checkpoint.
H&K MP5SD
Without the Fortunes Pack DLC, the H&K MP5SD is the only suppressed weapon in the primary slot; regardless, it is the only SMG in that slot, and unsurprisingly is therefore extremely weak compared to the assault rifles and sniper rifles it is placed alongside. A rapid rate of fire goes some way to making up for its shortcomings.
Ithaca Model 37 long barrel
The Ithaca 37 can be used as a primary weapon. It is found on the arms dealer's website as "Homeland 37," despite being the long-barreled hunting version and having a side ejection port.
Franchi SPAS-12
The Franchi SPAS-12 is the second of the three shotguns in the normal game's primary slot, and the most balanced between rate of fire and rate of wear. It fires in semi-auto mode only and holds 12 rounds compared to the real weapon's eight.
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.
AK-47
The AK-47 is a common sight in the game, and features quite prominently on the box art; it is also seen frequently on posters and crates. 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.
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. The FAL paratrooper can be found in the hands of some soldiers in the North, but doesn't actually become available to buy until the Southern map is unlocked.
Heckler & Koch G3KA4
The Heckler & Koch G3KA4, the carbine version of the H&K G3 is the first assault rifle the player will encounter, and is used by many of the soldiers in the Northern map. It's a middle-of-the-road weapon, not really excelling at anything but being dependable enough for the early game and relatively cheap. The jam animation shows the weapon's bolt sticking closed; the player character attempts to operate the cocking lever, then hits the side of the weapon several times for no good reason, then fiddles with the magazine.
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.
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. The failure animation has the gun blow up, emitting a large cloud of thick grey-white smoke; it's then discarded.
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.
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. The failure animation shows the barrel defying physics in order to make one final lunge at the operator's skull for not knowing how to maintain a firearm.
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, and also kick up a spray of blood as with the normal rifles; odd behaviour for a dartgun.
PKM
The PK machine gun is usable in the special weapon slot; the model in Far Cry 2 has the newer flash hider. As in a lot of video games, the recoil on the PKM is exaggerated when one is standing, to the point where the weapon is uncontrollable. In reality the PKM's slow rate of fire (roughly 600 RPM) allows for controlled full auto shooting even when firing from the shoulder. The PKM uses 100-round belts, making it less useful for sustained fire than the M249.
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. As with all the game's crew-served weapons, long bursts will cause the weapon to overheat, though only when it is mounted; while handheld the M249 will never overheat no matter how long it's fired for, and uses a 200-round belt box which appears to be made of metal. Surprisingly, this weapon is one of the only ones where the spent casings eject to the right. The jam animation shows the top cover popping open; rather than open it all the way to find out why, the player character just tries to slam it closed. The failure animation has the hinge fail and the whole top cover break off.
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.
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.
FFV Carl Gustav
The Carl Gustav recoilless rifle is a Swedish-made 84mm launcher 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, and is equipped with a scope with a circle reticle. The "jam" animation is a misfire similar to that of the RPG-7; the guidence seems to fail just after launch and the round drops sharply downwards. The failure animation has the hinged rear venturi tube break off, after which the player character throws the weapon away.
Norinco Type 63 60mm light mortar
The Norinco Type 63 is one of the harder weapons in the game to use effectively, but one of the most powerful. By default it fires a marker round that produces harmless smoke, but pressing the reload button switches to the high explosive rounds; this is rather poorly documented, and many players using the mortar for the first time have trouble figuring out why it doesn't do anything. The mortar can also cause an extremely bizarre glitch if the player is in a boat which is hit by a shot from one; the impact will catapult the boat miles into the air, where it will become permanently stuck, as will the player.
LPO-50 Flamethrower
The LPO-50 flamethrower is a Russian-made weapon which featured prominently in Far Cry 2's publicity due to focus on the game's dynamic fire effects. While promotional images show it almost correctly as tube resembling a rifle without a magazine hooked up to a backpack containing three fuel tanks, the in-game model appears to be a jury-rigged version built to operate with no backpack. It instead 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 pressure and fuel tanks breaking away from the frame, after which the weapon is discarded.
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.
Mk. 19
The Mk 19 grenade launcher appears in the game as an emplaced weapon and mounted on vehicles. It's the most powerful of the three mounted weapons, though it overheats quickly, and is only encountered in the Southern map, where it can be found mounted near enemy strongholds and on some vehicles. The grenades are devastating, easily able to kill the player character; this can result in some frustrating deaths if the player is taken by surprise.
"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.
Sawed-Off Double Barreled Shotgun
An old-fashioned rabbit-ear double-barrel with decorative engraving, this is used in the pistol slot.
Unidentified Suppressed Pump Shotgun
Referred to in promotional materials as the "Silenced Shotgun," this is a fourth shotgun for the primary weapon slot, and a second suppressed weapon for that slot. It is equipped with a pistol grip, (empty) spare shell holder on the right hand side, and a suppressor with the weapon's sight on top of it.
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.
Non-usable
IMI Micro Uzi
While the Micro Uzi isn't usable in the game itself, it appears on the cover of magazines seen in the game world.