Error creating thumbnail: File missing Join our Discord! |
If you have been locked out of your account you can request a password reset here. |
Far Cry 2: Difference between revisions
No edit summary |
|||
Line 60: | Line 60: | ||
==Number 4 Mark 1 Flaregun== | ==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. | 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. Oddly, it uses the same ammunition as the flamethrower and molotovs, which is depicted as a 20-litre plastic can of fuel. How this transforms into a magnesium flare in a metal casing is unclear. | ||
[[Image:RAFflgun-1.jpg|thumb|none|450px|Number 4 Mk 1 flaregun, 1.5 in.]] | [[Image:RAFflgun-1.jpg|thumb|none|450px|Number 4 Mk 1 flaregun, 1.5 in.]] | ||
Line 67: | Line 67: | ||
[[Image:FC2-flaregun-load.jpg|thumb|none|600px|Frank reloads his flaregun.]] | [[Image:FC2-flaregun-load.jpg|thumb|none|600px|Frank reloads his flaregun.]] | ||
[[Image:FC2-flaregun-airburst.jpg|thumb|none|600px|The flaregun as it's intended to be used, ie how nobody in their right mind would use it in this game.]] | [[Image:FC2-flaregun-airburst.jpg|thumb|none|600px|The flaregun as it's intended to be used, ie how nobody in their right mind would use it in this game.]] | ||
[[Image:FC2-flaregun-kB.jpg|thumb|none|600px|In the unlikely event that the player actually holds on to a flaregun for long enough, this happens.]] | |||
[[Image:FC2-mutantgun.jpg|thumb|none|600px|Enemy soldiers killed in vehicles do not drop weapons, and seemingly have yet to decide what sidearm they should carry, leading to this abomination being found in their holster.]] | |||
==IEDs== | ==IEDs== | ||
Line 91: | Line 93: | ||
==Heckler & Koch MP5SD== | ==Heckler & Koch MP5SD== | ||
Without the ''Fortunes Pack'' DLC, the [[H&K MP5#Heckler & Koch MP5SD|H&K MP5SD]], referred to in-game as the "Silent | Without the ''Fortunes Pack'' DLC, the [[H&K MP5#Heckler & Koch MP5SD|H&K MP5SD]], referred to in-game as the "Silent MP-5," 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:MP5SD3.jpg|thumb|none|450px|Heckler & Koch MP5SD, 9mm.]] | ||
Line 98: | Line 100: | ||
[[Image:FC2-MP5-idle.jpg|thumb|none|600px|Idle animation; the player character checks the suppressor, turns the gun side-on to show the stock isn't fully extended, and then fiddles with the fire mode switch.]] | [[Image:FC2-MP5-idle.jpg|thumb|none|600px|Idle animation; the player character checks the suppressor, 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.]] | [[Image:FC2-MP5-load.jpg|thumb|none|600px|Reloading the MP5SD.]] | ||
[[Image:FC2-MP5-jam.jpg|thumb|none|600px|Jammed MP5SD; as ever, fiddling with the charging handle and whacking of the magazine ensues.]] | |||
[[Image:FC2-MP5-kB.jpg|thumb|none|600px|The MP5SD blows up; the magazine even falls out as Frank discards it.]] | |||
==Ithaca Model 37 long barrel== | ==Ithaca Model 37 long barrel== | ||
Line 106: | Line 110: | ||
[[Image:FC2-Ithaca.jpg|thumb|none|600px|Long-barreled Ithaca 37 in ''Far Cry 2''. Though it would appear one of this thing's parents was a confused Mossberg 500.]] | [[Image:FC2-Ithaca.jpg|thumb|none|600px|Long-barreled Ithaca 37 in ''Far Cry 2''. Though it would appear one of this thing's parents was a confused Mossberg 500.]] | ||
[[Image:FC2-Ithaca-load.jpg|thumb|none|600px|Frank reloads the Ithaca 37.]] | [[Image:FC2-Ithaca-load.jpg|thumb|none|600px|Frank reloads the Ithaca 37.]] | ||
[[Image:FC2-Ithaca-jam.jpg|thumb|none|600px|The Ithacaberg 537 jams; bizarrely, Frank decides to operate the pump ''before'' firing just to make this possible. Yes, ''that's'' why it has a side ejection port, not just to give a new meaning to "Elephant Gun."]] | |||
[[Image:FC2-Ithaca-kB.jpg|thumb|none|600px|Scorned by a world that doesn't understand it, the Ithaca takes its own life.]] | |||
==Franchi SPAS-12== | ==Franchi SPAS-12== | ||
Line 112: | Line 118: | ||
[[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-new.jpg|thumb|none|600px|Frank holds a brand-new SPAS-12 as something blows up. Just another day at the office.]] | |||
[[Image:FC2-SPAS-idle.jpg|thumb|none|600px|Idle animation; Frank examines the pistol grip for no apparent reason, then both sides of the forend.]] | |||
[[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-load.jpg|thumb|none|600px|Reloading the SPAS-12.]] | ||
Line 131: | Line 139: | ||
[[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. 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-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-Jkl.jpg|thumb|none|600px|The Jackal as seen halfway through the game, with an AK47 on his back and a Desert Eagle in his holster.]] | |||
[[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.]] | ||
Line 139: | Line 148: | ||
[[Image:FN_FAL_50_00.jpg|thumb|none|600px|FN FAL, 7.62x51mm]] | [[Image:FN_FAL_50_00.jpg|thumb|none|600px|FN FAL, 7.62x51mm]] | ||
[[Image:FC2-FAL.jpg|thumb|none|600px|Frank holds | [[Image:FC2-FAL-new.jpg|thumb|none|600px|A brand-new FN FAL. Perhaps the most curious of the weapons held over until the second map, the FAL is a perfectly adequate rifle, but nothing that will set the world on fire.]] | ||
[[Image:FC2-FAL.jpg|thumb|none|600px|Frank holds a low-condition FN FAL as he looks over the rare sight of a wildfire he didn't start himself.]] | |||
[[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.]] | ||
[[Image:FC2-FAL-reload.jpg|thumb|none|600px|Reloading the FN FAL shows the weapon's rather unusual handguard.]] | |||
==Heckler & Koch G3KA4== | ==Heckler & Koch G3KA4== | ||
Line 185: | Line 196: | ||
[[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 ' | [[Image:FC2-AS50-new.jpg|thumb|none|600px|Frank holds a brand new AS50 in the second map. The AS50 is among the first set of weapons unlocked by doing the Arms Dealer's missions in the South.]] | ||
[[Image:FC2-AS50.jpg|thumb|none|600px|A low-condition AS50. Some weapons are somewhat difficult to tell the condition of at a glance.]] | |||
[[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.]] | ||
[[Image:FC2-AS50-scope.jpg|thumb|none|600px|In the words of [[Tim Colceri]], "[[Full Metal Jacket|Get Some!]]"]] | [[Image:FC2-AS50-scope.jpg|thumb|none|600px|In the words of [[Tim Colceri]], "[[Full Metal Jacket|Get Some!]]"]] | ||
Line 214: | Line 226: | ||
[[Image:FC2-PKM-jam.jpg|thumb|none|600px|Jammed PKM; the top cover pops open, the player character attempting to whack it closed, then turning the weapon side-on before trying to detach the belt box. Pressing the button shows a solid whack was all it needed.]] | [[Image:FC2-PKM-jam.jpg|thumb|none|600px|Jammed PKM; the top cover pops open, the player character attempting to whack it closed, then turning the weapon side-on before trying to detach the belt box. Pressing the button shows a solid whack was all it needed.]] | ||
[[Image:FC2-PKM-kB.jpg|thumb|none|600px|In the failure animation all that pointless whacking of the top cover comes back to haunt Frank.]] | [[Image:FC2-PKM-kB.jpg|thumb|none|600px|In the failure animation all that pointless whacking of the top cover comes back to haunt Frank.]] | ||
==FN M249 SAW== | ==FN M249 SAW== | ||
Line 242: | Line 253: | ||
[[Image:Rpg-7-1-.jpg|thumb|none|600px|RPG-7 rocket launcher, 40mm.]] | [[Image:Rpg-7-1-.jpg|thumb|none|600px|RPG-7 rocket launcher, 40mm.]] | ||
[[Image:FC2-RPG.jpg|thumb|none|600px|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.]] | [[Image:FC2-RPG.jpg|thumb|none|600px|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.]] | ||
[[Image:FC2-RPG-crate.jpg|thumb|none|600px|Frank puts an unloaded RPG-7 into a special weapon crate.]] | |||
[[Image:FC2-RPG-fire.jpg|thumb|none|600px|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.]] | [[Image:FC2-RPG-fire.jpg|thumb|none|600px|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.]] | ||
[[Image:FC2-RPG-sight.jpg|thumb|none|600px|The ''Far Cry 2'' RPG-7 has a side-mounted iron sight as opposed to the modern optic sight favoured by many games. Here, Frank sights up a railcar full of propane.]] | |||
[[Image:FC2-RPG-reload.jpg|thumb|none|600px|Which goes roughly as you'd expect it to. The reload animation presumably has the base of the launcher resting on the ground, given we're left looking at the muzzle.]] | |||
==FFV Carl Gustav== | ==FFV Carl Gustav== | ||
Line 258: | Line 272: | ||
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. | 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. | ||
[[Image:FC2-mortar.jpg|thumb|none|600px|Frank holds the first Norinco Type 63 in the game, found in the transitional area between the first and second maps.]] | |||
[[Image:FC2-mortar-setup.jpg|thumb|none|600px|Frank sets up the Type 63. Setting and picking up the weapon uses the aim button, as part of the rather unorthodox controls the mortar uses.]] | |||
[[Image:FC2-mortar-smoke.jpg|thumb|none|600px|Frank holds a smoke round as another descends in the distance. The marker smoke is yellow, while the smoke round itself is blue below the centre. The mortar comes with an infinite number of these rounds, but the player has to wait until one lands before they can fire another.]] | |||
[[Image:FC2-mortar-load.jpg|thumb|none|600px|Frank about to drop an HE round into the Type 63, indicated by the red lower section. Note the saw-like range indicator; as the mortar is aimed up and down, the bar moves with it to indicate the current range.]] | |||
[[Image:FC2-mortar-hit.jpg|thumb|none|600px|The rare sight of a show from the Type 63 actually hitting something.]] | |||
[[Image:FC2-mortar-misfire.jpg|thumb|none|600px|The Type 63 misfires; note the ''extremely'' shallow arc of the round.]] | |||
[[Image:FC2-mortar-kB.jpg|thumb|none|600px|The Type 63 blows up. Somehow, a round exploding inside the mortar does no damage whatsoever to the barrel but makes the stand fly off.]] | |||
==LPO-50 Flamethrower== | ==LPO-50 Flamethrower== | ||
Line 266: | Line 288: | ||
[[Image:FC2-LPO50.jpg|thumb|none|600px|It was like this when I found it, officer, I swear.]] | [[Image:FC2-LPO50.jpg|thumb|none|600px|It was like this when I found it, officer, I swear.]] | ||
[[Image:FC2-LPO50-side.jpg|thumb|none|600px|Idle animation of the LPO-50: the player character polishes the fuel gauge, then examines the weapon. Note the selector switch on the side; this is supposed to be for selecting which of the flamethrower's three fuel tanks is being used. Apparently the thin silver-coloured band is the only thing holding the fuel tank on.]] | [[Image:FC2-LPO50-side.jpg|thumb|none|600px|Idle animation of the LPO-50: the player character polishes the fuel gauge, then examines the weapon. Note the selector switch on the side; this is supposed to be for selecting which of the flamethrower's three fuel tanks is being used. Apparently the thin silver-coloured band is the only thing holding the fuel tank on.]] | ||
[[Image:FC2-LPO-jam.jpg|thumb|none|600px|The LPO-50 "jams;" this apparently due to the nut at the base of the fuel gauge spontaneously unscrewing itself. The Quad in front is one of the two ''Fortunes Pack'' vehicles; these replace some of the buggies in the game, while the Unimog replaces some of the light trucks.]] | |||
[[Image:FC2-LPO-kB.jpg|thumb|none|600px|The LPO-50 blows up; the pressure tank is blasted off the weapon, the fuel tank briefly dangles off nothing in particular, and Frank is doused in highly flammable fuel which has no real effect on anything.]] | [[Image:FC2-LPO-kB.jpg|thumb|none|600px|The LPO-50 blows up; the pressure tank is blasted off the weapon, the fuel tank briefly dangles off nothing in particular, and Frank is doused in highly flammable fuel which has no real effect on anything.]] | ||
[[Image:FC2-LPO-promo.jpg|thumb|none|600px|Cropped version of a promotional image for ''Far Cry 2'', showing an almost correctly-configured LPO-50 complete with backpack. This version appears to have a rifle-style rear grip and chainsaw-style overhead foregrip just to confuse things, however.]] | [[Image:FC2-LPO-promo.jpg|thumb|none|600px|Cropped version of a promotional image for ''Far Cry 2'', showing an almost correctly-configured LPO-50 complete with backpack. This version appears to have a rifle-style rear grip and chainsaw-style overhead foregrip just to confuse things, however.]] | ||
Line 279: | Line 302: | ||
==Mk. 19== | ==Mk. 19== | ||
The [[Mk 19 grenade launcher]] is 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 | The [[Mk 19 grenade launcher]] is 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 boats and trucks. 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. | ||
[[Image:MK19-02.jpg|thumb|none|450px|Mk 19 grenade launcher, 40mm.]] | [[Image:MK19-02.jpg|thumb|none|450px|Mk 19 grenade launcher, 40mm.]] | ||
[[Image:FC2-Mk19-side.jpg|thumb|none|600px|Frank looks over a mounted Mk 19 grenade launcher; the belt links appear to have been replaced with a red cloth belt...]] | |||
[[Image:FC2-Mk19-fire2.jpg|thumb|none|600px|...Since when the weapon is fired the red band vanishes without trace.]] | |||
[[Image:FC2-Mk19-sight.jpg|thumb|none|600px|Iron sight of the Mk 19; using it doesn't really make much difference to how the weapon handles.]] | |||
[[Image:FC2-Mk19-fire.jpg|thumb|none|600px|Frank uses a Mk 19 to teach some enemy soldiers how to walk on water. Their boat is equipped with an M2HB.]] | |||
[[Image:FC2-Mk19-Barge.jpg|thumb|none|600px|This massive barge outfitted with three Mk 19s is the focus of the first mission in the South, and the largest mobile object in the game.]] | |||
[[Image:FC2-Mk19-boat.jpg|thumb|none|600px|At first Frank thought they handed him the wrong dossier. He couldn't believe they wanted this man dead. Third generation West Point, top of his class, Airborne, Korea, about a thousand decorations...]] | |||
==M67 hand grenade== | |||
The only thrown explosive weapon, these are used by enemies and the player character and are US-made [[M67 hand grenade]]s. The throw animation omits a rather important stage of throwing a hand grenade. | |||
[[Image:FC2-M67.jpg|thumb|none|600px|So the ''Far Cry 2'' team spent weeks in Africa researching, almost got eaten by lions, came back, and forgot to check if you're supposed to pull the pin out before throwing the grenade?]] | |||
==Molotov cocktail== | |||
An improvised incendiary made from a bottle filled with flammable liquid with a lit rag inserted into it, these are used only by the player character, and are pretty much exclusively for starting fires; the radius of effect of a molotov simply hitting solid ground is tiny. | |||
[[Image:FC2-molotov.jpg|thumb|none|600px|Fun fact: in the previous frame of the throw animation Frank's hand is ''still'' empty and the bottle isn't on-screen. The only rational conclusion is someone stands behind him throwing these.]] | |||
=="Fortunes Pack" weapons== | =="Fortunes Pack" weapons== | ||
Line 291: | Line 332: | ||
==Sawed-Off Double Barreled Shotgun== | ==Sawed-Off Double Barreled Shotgun== | ||
An old-fashioned rabbit-ear double-barrel with decorative engraving, this is used in the pistol slot. | An old-fashioned rabbit-ear double-barrel with decorative engraving, this is used in the pistol slot. It fires both barrels with a single trigger pull, and is effective at close quarters but not anywhere else; like the SMGs, it's a good choice if the rest of a player's weapon setup is long-ranged or explosive. The failure animation is essentially lifted from the M79; there appears to be no jam animation at all. | ||
[[Image:FC2-Sawnoff.jpg|thumb|none|600px|Any visit to Mike's Bar must include the wanton destruction of his Barrel.]] | [[Image:FC2-Sawnoff.jpg|thumb|none|600px|Any visit to Mike's Bar must include the wanton destruction of his Barrel.]] | ||
[[Image:FC2-Sawnoff-load.jpg|thumb|none|600px|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.]] | [[Image:FC2-Sawnoff-load.jpg|thumb|none|600px|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.]] | ||
[[Image:FC2-sawnoff-borked.jpg|thumb|none|600px|In fact, given corrosion like this is the result of ''hours'' of use in ''Far Cry 2'', an actual antique gun would probably buy Frank his own armoured division.]] | |||
[[Image:FC2-sawnoff-kB.jpg|thumb|none|600px|The sawn-off shotgun blows up. Just like the M79 did, in fact.]] | |||
==Unidentified Suppressed Pump Shotgun== | ==Unidentified Suppressed Pump Shotgun== | ||
Line 319: | Line 362: | ||
[[Image:MicroUziPistol.jpg|thumb|none|450px|IMI Micro Uzi, 9mm.]] | [[Image:MicroUziPistol.jpg|thumb|none|450px|IMI Micro Uzi, 9mm.]] | ||
[[Image:FC2-MicroUzi.jpg|thumb|none|600px|IMI Micro Uzi on a magazine cover in ''Far Cry 2''.]] | [[Image:FC2-MicroUzi.jpg|thumb|none|600px|IMI Micro Uzi on a magazine cover in ''Far Cry 2''.]] | ||
==M16A3== | |||
Another magazine which appears to be in Japanese shows a number of illustrations of M16-series rifles, specifically captioning one as an [[M16#M16A2_Rifle|M16A3]]. | |||
[[Image:FC2-M16A3.jpg|thumb|none|600px|Nicely incomprehensible reading materials they have around here.]] | |||
[[Image:FC2-M16A3-zoom.jpg|thumb|none|600px|Looking at the title with the scope of the SVD; while blurred, this appears to confirm at least one of the two M16s is supposed to be an A3. The caption of the other is missing due to a folded page corner.]] | |||
[[Category:Video Game]] | [[Category:Video Game]] |
Revision as of 07:27, 3 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 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, the rear part of which is fixed around the barrel; unusually for an integrally suppressed weapon, the 6P9 can be safely fired without the front part of the suppressor attached, though the result is much louder. It 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. 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. Oddly, it uses the same ammunition as the flamethrower and molotovs, which is depicted as a 20-litre plastic can of fuel. How this transforms into a magnesium flare in a metal casing is unclear.
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.
Heckler & Koch MP5SD
Without the Fortunes Pack DLC, the H&K MP5SD, referred to in-game as the "Silent MP-5," 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 is available in the primary weapon slot, called the "FAL Paratrooper," and 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. For some reason it is named as the "Paratrooper" variant (folding stock) even though it has a fixed stock.
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 is the first sniper rifle available to the player, and often seen in the hands of enemy snipers. 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 is 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 "Tranquilizer Rifle" is a version of the Remington 700, converted to a CO2-powered single shot dart gun with what appears to be a Leupold Mark IV M3 10 x 40 mm scope; 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 is seen 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 is 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 is the first rocket launcher the player can access, available from the Arms Dealer after his missions in the North are completed. In real life the shell goes a lot 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 is seen both 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 is 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 boats and trucks. 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.
M67 hand grenade
The only thrown explosive weapon, these are used by enemies and the player character and are US-made M67 hand grenades. The throw animation omits a rather important stage of throwing a hand grenade.
Molotov cocktail
An improvised incendiary made from a bottle filled with flammable liquid with a lit rag inserted into it, these are used only by the player character, and are pretty much exclusively for starting fires; the radius of effect of a molotov simply hitting solid ground is tiny.
"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. It fires both barrels with a single trigger pull, and is effective at close quarters but not anywhere else; like the SMGs, it's a good choice if the rest of a player's weapon setup is long-ranged or explosive. The failure animation is essentially lifted from the M79; there appears to be no jam animation at all.
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.
M16A3
Another magazine which appears to be in Japanese shows a number of illustrations of M16-series rifles, specifically captioning one as an M16A3.