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Far Cry 2: Difference between revisions
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[[Image:Far Cry 2 cover art.jpg|right|300px]] | [[Image:Far Cry 2 cover art.jpg|right|300px]] | ||
==Star Model-P== | ==Secondary Weapons== | ||
===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 and the Desert Eagle, making it the world's first .45 also chambered in .365 ''and'' .50 Action Express. | 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 and the Desert Eagle, making it the world's first .45 also chambered in .365 ''and'' .50 Action Express. | ||
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[[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-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; slightly less powerful and more accurate, but overall still a questionable choice compared to other secondary weapons. | 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. | ||
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[[Image:FC2-Makarov-kB.jpg|thumb|none|600px|The Makarov blows up; that is indeed the hammer about to subject Frank to a life of pirate jokes.]] | [[Image:FC2-Makarov-kB.jpg|thumb|none|600px|The Makarov blows up; that is indeed the hammer about to subject Frank to a life of pirate jokes.]] | ||
==6P9 suppressed pistol== | ===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. | 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. | ||
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[[Image:FC2-6P9-kB2.jpg|thumb|none|600px|Oh.]] | [[Image:FC2-6P9-kB2.jpg|thumb|none|600px|Oh.]] | ||
==IMI Desert Eagle== | ===IMI Desert Eagle=== | ||
Referred to as the "Eagle.50" [with a missing space] on the Arms Dealer's computer, the [[IMI Desert Eagle]] is the sidearm of most of the "buddy" characters the player can recruit as allies. The most powerful of the four pistols by a considerable margin, it wears out extremely quickly and fires slowly compared to the others, but is extremely accurate, and since almost every enemy carries a pistol as a sidearm, the player is unlikely to run out of ammo for very long. The game says the Desert Eagle is chambered for .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. | Referred to as the "Eagle.50" [with a missing space] on the Arms Dealer's computer, the [[IMI Desert Eagle]] is the sidearm of most of the "buddy" characters the player can recruit as allies. The most powerful of the four pistols by a considerable margin, it wears out extremely quickly and fires slowly compared to the others, but is extremely accurate, and since almost every enemy carries a pistol as a sidearm, the player is unlikely to run out of ammo for very long. The game says the Desert Eagle is chambered for .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. | ||
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[[Image:FC2-Deagle-buddy.jpg|thumb|none|600px|When a buddy is down, the player character has the option of using healing syrettes on them, or putting them out of their misery by spontaneously pulling out a Desert Eagle. Here, Frank contemplates killing Warren Clyde for his terrible Turok costume.]] | [[Image:FC2-Deagle-buddy.jpg|thumb|none|600px|When a buddy is down, the player character has the option of using healing syrettes on them, or putting them out of their misery by spontaneously pulling out a Desert Eagle. Here, Frank contemplates killing Warren Clyde for his terrible Turok costume.]] | ||
==Ingram MAC-10== | ===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. | 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. | ||
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[[Image:FC2-Ingram-kB.jpg|thumb|none|600px|The Ingram blows up; while it might seem not much has happened, it seems the bolt sponteously disintegrates; the charging handle simply ''vanishes'' at the start of this animation.]] | [[Image:FC2-Ingram-kB.jpg|thumb|none|600px|The Ingram blows up; while it might seem not much has happened, it seems the bolt sponteously disintegrates; the charging handle simply ''vanishes'' at the start of this animation.]] | ||
==IMI Uzi== | ===IMI Uzi=== | ||
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=== | ||
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. | 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. | ||
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[[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.]] | [[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=== | ||
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. | 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. | ||
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[[Image:FC2-IEDs-fire2.jpg|thumb|none|600px|With predictable consequences.]] | [[Image:FC2-IEDs-fire2.jpg|thumb|none|600px|With predictable consequences.]] | ||
==M79== | ===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. | 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. | ||
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[[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.]] | [[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.]] | ||
==Heckler & Koch MP5SD== | ==Primary Weapons== | ||
===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 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. | 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. | ||
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[[Image:FC2-MP5-kB.jpg|thumb|none|600px|The MP5SD blows up; the magazine even falls out as Frank discards it. Because he sucks. And H&K hate him.]] | [[Image:FC2-MP5-kB.jpg|thumb|none|600px|The MP5SD blows up; the magazine even falls out as Frank discards it. Because he sucks. And H&K hate him.]] | ||
==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. It has a six-round internal magazine, half that of the other two shotguns; coupled to the pump-action, this leaves it distinctly inferior to the other two shotguns. | ||
[[Image:IthacaM37.jpg|thumb|none|600px|Ithaca 37, 12 gauge.]] | [[Image:IthacaM37.jpg|thumb|none|600px|Ithaca 37, 12 gauge.]] | ||
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[[Image:FC2-Ithaca-kB.jpg|thumb|none|600px|Scorned by a world that doesn't understand it, the Ithaca takes its own life.]] | [[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=== | ||
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. | 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. | ||
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[[Image:FC2-SPAS-kB.jpg|thumb|none|600px|The SPAS-12's failure animation; the gun ejects the spent casing ''and'' its own forend.]] | [[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=== | ||
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. | 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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[[Image:FC-USAS.jpg|thumb|none|600px|USAS-12 shotgun in ''Far Cry 2'']] | [[Image:FC-USAS.jpg|thumb|none|600px|USAS-12 shotgun in ''Far Cry 2'']] | ||
==AK-47== | ===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. It's possible this is a reference to the [[Lord_of_war#Andr.C3.A9_Baptiste.2C_Jr..27s_custom_AK|custom gold AK]] from the movie ''[[Lord of War]]''. 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. It's possible this is a reference to the [[Lord_of_war#Andr.C3.A9_Baptiste.2C_Jr..27s_custom_AK|custom gold AK]] from the movie ''[[Lord of War]]''. 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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[[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.]] | ||
==FN FAL== | ===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. | 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. | ||
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[[Image:FC2-FAL-reload.jpg|thumb|none|600px|Reloading the FN FAL shows the weapon's rather unusual handguard.]] | [[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=== | ||
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. | 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. | ||
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[[Image:FC2-G3-jam.jpg|thumb|none|600px|The secret and more violent cousin of the HK slap.]] | [[Image:FC2-G3-jam.jpg|thumb|none|600px|The secret and more violent cousin of the HK slap.]] | ||
=="Armalite AR-16"== | ==="Armalite AR-16"=== | ||
This is an essentially fictional AR-15 based rifle labelled as an AR-16 to maintain a common calibre with the other assault rifles, ignoring that one of them already isn't chambered for the same cartridge as the other two. The real AR-16 never got out of the prototype phase, being the 7.62mm forerunner of the AR-18 rifle, and has very little in common with the weapon seen in game. The AR-16 in ''Far Cry 2'' has single shot and burst fire modes, with a short tap of the trigger firing a single shot while a longer press fires a three-round burst. The weapon has a flat-top reciever with a mounted reflex scope; this has a green dot as a reticle. Ahead of this is an FN FAL-style carrying handle. | This is an essentially fictional AR-15 based rifle labelled as an AR-16 to maintain a common calibre with the other assault rifles, ignoring that one of them already isn't chambered for the same cartridge as the other two. The real AR-16 never got out of the prototype phase, being the 7.62mm forerunner of the AR-18 rifle, and has very little in common with the weapon seen in game. The AR-16 in ''Far Cry 2'' has single shot and burst fire modes, with a short tap of the trigger firing a single shot while a longer press fires a three-round burst. The weapon has a flat-top reciever with a mounted reflex scope; this has a green dot as a reticle. Ahead of this is an FN FAL-style carrying handle. | ||
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[[Image:FC2-borkedAR.jpg|thumb|none|600px|Frank marvels at the first AR-16 in ''Far Cry 2'', which was apparently recently dug up or fished out of a river.]] | [[Image:FC2-borkedAR.jpg|thumb|none|600px|Frank marvels at the first AR-16 in ''Far Cry 2'', which was apparently recently dug up or fished out of a river.]] | ||
==Springfield M1903A4== | ===Springfield M1903A4=== | ||
The [[Springfield_1903#1903A4_Springfield_Sniper_Rifle|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. | The [[Springfield_1903#1903A4_Springfield_Sniper_Rifle|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. | ||
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[[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.]] | [[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=== | ||
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. The model in ''Far Cry 2'' appears to be a hybrid of the SVD and the [[FPK / PSL Sniper Rifle]], sharing the X-shaped stamping on the magazine the latter rifle has, and having similar twin holes halfway up the side of the forend. This SVD also, for no good reason, has a three-prong flash suppressor like an early M16. | 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. The model in ''Far Cry 2'' appears to be a hybrid of the SVD and the [[FPK / PSL Sniper Rifle]], sharing the X-shaped stamping on the magazine the latter rifle has, and having similar twin holes halfway up the side of the forend. This SVD also, for no good reason, has a three-prong flash suppressor like an early M16. | ||
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[[Image:FC2-SVD-kB.jpg|thumb|none|600px|The SVD blows up. Seemingly, the front end of a rifle in ''Far Cry 2'' is held on mostly with chewing gum.]] | [[Image:FC2-SVD-kB.jpg|thumb|none|600px|The SVD blows up. Seemingly, the front end of a rifle in ''Far Cry 2'' is held on mostly with chewing gum.]] | ||
==Accuracy International AS-50== | ===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. | 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. | ||
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[[Image:FC2-AS50-kB-2.jpg|thumb|none|600px|Except this one.]] | [[Image:FC2-AS50-kB-2.jpg|thumb|none|600px|Except this one.]] | ||
==Remington 700== | ===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. | |||
[[Image:MGL32.jpg|thumb|none|600px|Milkor MGL grenade launcher, 40mm.]] | |||
[[Image:FC2-MGL-borked.jpg|thumb|none|600px|Frank make good use of a low-condition MGL found in a safe house.]] | |||
[[Image:FC2-MGL-load.jpg|thumb|none|600px|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.]] | |||
[[Image:FC2-MGL-scope.jpg|thumb|none|600px|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.]] | |||
==Special Weapons== | |||
===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. | 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. | ||
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[[Image:FC2-Tranqrifle-kb.jpg|thumb|none|600px|The Tranquilizer Rifle failure animation; Frank is rapidly coming to the conclusion that he is the King Midas of explosions.]] | [[Image:FC2-Tranqrifle-kb.jpg|thumb|none|600px|The Tranquilizer Rifle failure animation; Frank is rapidly coming to the conclusion that he is the King Midas of explosions.]] | ||
==PKM== | ===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. | 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. | ||
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[[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=== | ||
The [[FN_Minimi#M249-E1_.2F_M249-E2_.2F_M249_Paratrooper_SAW|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. | The [[FN_Minimi#M249-E1_.2F_M249-E2_.2F_M249_Paratrooper_SAW|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. | ||
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[[Image:FC2-SAWmounthover.jpg|thumb|none|600px|The M249 SAW in the rare anti-gravity configuration.]] | [[Image:FC2-SAWmounthover.jpg|thumb|none|600px|The M249 SAW in the rare anti-gravity configuration.]] | ||
= | ===RPG-7V=== | ||
==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. | 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. | ||
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[[Image:FC2-RPG-reload.jpg|thumb|none|600px|Which goes roughly as anyone would expect it to. The reload animation presumably has the base of the launcher resting on the ground, given the player is left looking at the muzzle.]] | [[Image:FC2-RPG-reload.jpg|thumb|none|600px|Which goes roughly as anyone would expect it to. The reload animation presumably has the base of the launcher resting on the ground, given the player is left looking at the muzzle.]] | ||
==FFV Carl Gustav== | ===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. | 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. | ||
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[[Image:FC2-CarlG-kB.jpg|thumb|none|600px|Failure animation of the Carl Gustav. Amazingly, it doesn't explode.]] | [[Image:FC2-CarlG-kB.jpg|thumb|none|600px|Failure animation of the Carl Gustav. Amazingly, it doesn't explode.]] | ||
==Norinco Type 63 60mm light mortar== | ===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. | 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. | ||
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[[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.]] | [[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=== | ||
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. | 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. | ||
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[[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.]] | ||
==Browning M2HB== | ==Thrown Weapons== | ||
Both of these weapons are available to the player immediately, and are both carried at the same time with a button used to switch between them. | |||
===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.]] | |||
==Mounted Weapons== | |||
The M249 appears in both mounted and portable versions, but there are two other weapons that only appear mounted, either on vehicles or attached to monopods. | |||
===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. | 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. | ||
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[[Image:FC2-M2-Fire.jpg|thumb|none|600px|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.]] | [[Image:FC2-M2-Fire.jpg|thumb|none|600px|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== | ===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. | 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. | ||
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[[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-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|Frank was going to the worst place in the world and he didn't even know it yet. Weeks away and hundreds of miles up a river that snaked through the war like a main circuit cable...]] | [[Image:FC2-Mk19-boat.jpg|thumb|none|600px|Frank was going to the worst place in the world and he didn't even know it yet. Weeks away and hundreds of miles up a river that snaked through the war like a main circuit cable...]] | ||
=="Fortunes Pack" weapons== | =="Fortunes Pack" weapons== | ||
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[[Image:FC2-Fortunecrate.jpg|thumb|none|600px|The ''Fortunes Pack'' crate, containing the three extra weapons and demonstrating that Russian is just English with funny looking letters.]] | [[Image:FC2-Fortunecrate.jpg|thumb|none|600px|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== | ===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. | 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. | ||
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[[Image:FC2-sawnoff-kB.jpg|thumb|none|600px|The sawn-off shotgun blows up. Just like the M79 did, in fact.]] | [[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=== | ||
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. This weapon may be a homage to the suppressed shotgun used in the movie ''No Country for Old Men''. | 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. This weapon may be a homage to the suppressed shotgun used in the movie ''No Country for Old Men''. | ||
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[[Image:FC2-Remington-side.jpg|thumb|none|600px|The suppressed shotgun in a cease-fire zone, showing the side of the weapon.]] | [[Image:FC2-Remington-side.jpg|thumb|none|600px|The suppressed shotgun in a cease-fire zone, showing the side of the weapon.]] | ||
==Crossbow== | ===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. | 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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==Non-usable== | ==Non-usable== | ||
==IMI Micro Uzi== | ===IMI Micro Uzi=== | ||
While the [[Uzi#Micro_Uzi|Micro Uzi]] isn't usable in the game itself, it appears on the cover of magazines seen in the game world. | While the [[Uzi#Micro_Uzi|Micro Uzi]] isn't usable in the game itself, it appears on the cover of magazines seen in the game world. | ||
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[[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== | ===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]]. | 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]]. |
Revision as of 02:28, 6 July 2009
The following weapons appear in the video game Far Cry 2:
Secondary Weapons
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 and the Desert Eagle, making it the world's first .45 also chambered in .365 and .50 Action Express.
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
Referred to as the "Eagle.50" [with a missing space] on the Arms Dealer's computer, the IMI Desert Eagle is the sidearm of most of the "buddy" characters the player can recruit as allies. The most powerful of the four pistols by a considerable margin, it wears out extremely quickly and fires slowly compared to the others, but is extremely accurate, and since almost every enemy carries a pistol as a sidearm, the player is unlikely to run out of ammo for very long. The game says the Desert Eagle is chambered for .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.
Primary Weapons
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. It has a six-round internal magazine, half that of the other two shotguns; coupled to the pump-action, this leaves it distinctly inferior to the other two shotguns.
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. It's possible this is a reference to the custom gold AK from the movie Lord of War. 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 is an essentially fictional AR-15 based rifle labelled as an AR-16 to maintain a common calibre with the other assault rifles, ignoring that one of them already isn't chambered for the same cartridge as the other two. The real AR-16 never got out of the prototype phase, being the 7.62mm forerunner of the AR-18 rifle, and has very little in common with the weapon seen in game. The AR-16 in Far Cry 2 has single shot and burst fire modes, with a short tap of the trigger firing a single shot while a longer press fires a three-round burst. The weapon has a flat-top reciever with a mounted reflex scope; this has a green dot as a reticle. Ahead of this is an FN FAL-style carrying handle.
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. The model in Far Cry 2 appears to be a hybrid of the SVD and the FPK / PSL Sniper Rifle, sharing the X-shaped stamping on the magazine the latter rifle has, and having similar twin holes halfway up the side of the forend. This SVD also, for no good reason, has a three-prong flash suppressor like an early M16.
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.
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.
Special Weapons
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.
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.
Thrown Weapons
Both of these weapons are available to the player immediately, and are both carried at the same time with a button used to switch between them.
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.
Mounted Weapons
The M249 appears in both mounted and portable versions, but there are two other weapons that only appear mounted, either on vehicles or attached to monopods.
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.
"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. This weapon may be a homage to the suppressed shotgun used in the movie No Country for Old Men.
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.