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Difference between revisions of "Far Cry 2"
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+ | {{Infobox Video Game|{{PAGENAME}} | ||
+ | |name = Far Cry 2 | ||
+ | |picture = Far Cry 2 cover art.jpg | ||
+ | |caption = PC Boxart | ||
+ | |series= Far Cry | ||
+ | |date= 2008 | ||
+ | |developer= Ubisoft | ||
+ | |platforms=PS3<br>PS4<br>Xbox 360<br>Xbox One<br>PC | ||
+ | |publisher= Ubisoft | ||
+ | |genre=First-person shooter | ||
+ | }} | ||
+ | |||
+ | |||
'''''Far Cry 2''''' is one of two spiritual sequels to ''[[Far Cry]]'' (the other being ''[[Crysis]]'', made by Crytek, the original developers). A sequel in name only, it does not follow on from ''Far Cry's'' storyline, instead taking the player to a fictional African country wracked by civil war, tasking them with hunting down and killing an arms dealer called "The Jackal" who has been selling weapons to both sides. Things quickly get more complicated, however, and the player is soon doing missions for the temporarily at-peace factions as a hired gun. As well as a substantial list of not-particularly-realistic firearms, ''Far Cry 2'' boasts an open world map covering over fifty square kilometres (split into two 5x5 maps), dynamic fire effects, a continuous day / night cycle, and really annoying checkpoints. | '''''Far Cry 2''''' is one of two spiritual sequels to ''[[Far Cry]]'' (the other being ''[[Crysis]]'', made by Crytek, the original developers). A sequel in name only, it does not follow on from ''Far Cry's'' storyline, instead taking the player to a fictional African country wracked by civil war, tasking them with hunting down and killing an arms dealer called "The Jackal" who has been selling weapons to both sides. Things quickly get more complicated, however, and the player is soon doing missions for the temporarily at-peace factions as a hired gun. As well as a substantial list of not-particularly-realistic firearms, ''Far Cry 2'' boasts an open world map covering over fifty square kilometres (split into two 5x5 maps), dynamic fire effects, a continuous day / night cycle, and really annoying checkpoints. | ||
− | + | {{VG Title}} | |
− | |||
==Overview== | ==Overview== | ||
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[[Image:FC2-machete.jpg|thumb|right|400px|"I made you a door, boss."<br>"Get out of this Wiki you are a knife."]] | [[Image:FC2-machete.jpg|thumb|right|400px|"I made you a door, boss."<br>"Get out of this Wiki you are a knife."]] | ||
''Far Cry 2's'' weapons are split into a four-slot system, corresponding to the four directions of a 360 or PS3 controller's D-pad. The first is the player's melee weapon; in reference to ''Far Cry'', this is a large machete. Two additional skins can be downloaded for it, but the player has no choice as to what goes in this slot; it is always a machete of some kind. | ''Far Cry 2's'' weapons are split into a four-slot system, corresponding to the four directions of a 360 or PS3 controller's D-pad. The first is the player's melee weapon; in reference to ''Far Cry'', this is a large machete. Two additional skins can be downloaded for it, but the player has no choice as to what goes in this slot; it is always a machete of some kind. | ||
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==Secondary Weapons== | ==Secondary Weapons== | ||
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There are nine secondary weapons available, from the expected sidearms through SMGs, explosives and even a grenade launcher. | There are nine secondary weapons available, from the expected sidearms through SMGs, explosives and even a grenade launcher. | ||
− | |||
[[Image:FC2-secondarywall.jpg|thumb|none|600px|The complete secondary weapon wall in the Arms Dealer's warehouse.]] | [[Image:FC2-secondarywall.jpg|thumb|none|600px|The complete secondary weapon wall in the Arms Dealer's warehouse.]] | ||
===Star Model-P=== | ===Star Model-P=== | ||
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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 accommodate 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. Like all the handguns, it has an eight round magazine. | 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 accommodate 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. Like all the handguns, it has an eight round magazine. | ||
− | + | [[Image:Star_p.jpg|thumb|none|400px|Star Model-P - .45 ACP.]] | |
− | [[Image:Star_p.jpg|thumb|none| | ||
[[Image:FC2-Star45.jpg|thumb|none|600px|Frank Bilders holds a "Star .45" at the beginning of ''Far Cry 2''. Note the uncocked hammer; all four pistols are treated as having double action only trigger mechanisms.]] | [[Image:FC2-Star45.jpg|thumb|none|600px|Frank Bilders holds a "Star .45" at the beginning of ''Far Cry 2''. Note the uncocked hammer; all four pistols are treated as having double action only trigger mechanisms.]] | ||
[[Image:FC2-Star45-load.jpg|thumb|none|600px|The Star .45 features a reload obviously inspired by action movies; Frank holds the pistol vertical, ejecting the empty magazine to the right with a flick of the wrist, then loading a new one.]] | [[Image:FC2-Star45-load.jpg|thumb|none|600px|The Star .45 features a reload obviously inspired by action movies; Frank holds the pistol vertical, ejecting the empty magazine to the right with a flick of the wrist, then loading a new one.]] | ||
[[Image:FC2-Star45-Jkl.jpg|thumb|none|600px|In an ideal world, an assassination should not end with you flat on your back with malaria while your target holds your gun, reads your orders to you, and then makes fun of you for being useless.]] | [[Image:FC2-Star45-Jkl.jpg|thumb|none|600px|In an ideal world, an assassination should not end with you flat on your back with malaria while your target holds your gun, reads your orders to you, and then makes fun of you for being useless.]] | ||
[[Image:FC2-Star45-jam.jpg|thumb|none|600px|The Star .45 jams; taken from an enemy and fired repeatedly, the Star will actually blow up before it has jammed even once; seemingly, a particular gun's chance of jamming is partly based on how long the player has been carrying that specific gun. Here Frank is left tugging on the slide until the player prompts him to do so more forcefully.]] | [[Image:FC2-Star45-jam.jpg|thumb|none|600px|The Star .45 jams; taken from an enemy and fired repeatedly, the Star will actually blow up before it has jammed even once; seemingly, a particular gun's chance of jamming is partly based on how long the player has been carrying that specific gun. Here Frank is left tugging on the slide until the player prompts him to do so more forcefully.]] | ||
− | [[Image:FC2-Star45-kB.jpg|thumb|none|600px|The Star .45 blows up; the slide and hammer fly off and the magazine drops out; there's just enough time to notice the gun has no magazine well before Frank discards it.]] | + | [[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 and a concerningly large hole in the barrel before Frank discards it.]] |
===Makarov PM=== | ===Makarov PM=== | ||
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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. | ||
− | + | [[File:MakarovPMblack.jpg|thumb|none|400px|Makarov PM - 9x18mm Makarov. The one in-game has a two-tone finish.]] | |
− | [[ | ||
[[Image:FC2-Makarov-hold.jpg|thumb|none|600px|Frank holds a Makarov PM as an enemy soldier is struck dead by the vileness of his own shirt.]] | [[Image:FC2-Makarov-hold.jpg|thumb|none|600px|Frank holds a Makarov PM as an enemy soldier is struck dead by the vileness of his own shirt.]] | ||
[[Image:FC2-Makarov-shot.jpg|thumb|none|600px|Taking an aimed shot at an explosive barrel with the Makarov; ''Far Cry 2's'' pistols are effective at surprisingly long range for videogame handguns. Note the depth of field blur at the edges of the screen.]] | [[Image:FC2-Makarov-shot.jpg|thumb|none|600px|Taking an aimed shot at an explosive barrel with the Makarov; ''Far Cry 2's'' pistols are effective at surprisingly long range for videogame handguns. Note the depth of field blur at the edges of the screen.]] | ||
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===Makarov PB=== | ===Makarov PB=== | ||
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The [[Makarov PB]], known by its "6P9" GRAU designation, 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. The weapon is called the "Silenced Makarov 6P9" in-game. The only suppressed weapon available in the secondary slot, it can be useful if the player is sure they'll need to be quiet, but is rather situational. | The [[Makarov PB]], known by its "6P9" GRAU designation, 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. The weapon is called the "Silenced Makarov 6P9" in-game. The only suppressed weapon available in the secondary slot, it can be useful if the player is sure they'll need to be quiet, but is rather situational. | ||
− | + | [[Image:Pb-1.jpg|thumb|none|400px|Makarov PB with secondary suppressor - 9x18mm Makarov]] | |
− | [[Image:Pb-1.jpg|thumb|none| | ||
[[Image:FC2-6P9-hold.jpg|thumb|none|600px|''Far Cry 2's'' Africa is a somewhat condensed version of all African environments; here, Frank sneaks through the local rainforest.]] | [[Image:FC2-6P9-hold.jpg|thumb|none|600px|''Far Cry 2's'' Africa is a somewhat condensed version of all African environments; here, Frank sneaks through the local rainforest.]] | ||
[[Image:FC2-6P9.jpg|thumb|none|600px|Frank admires his 6P9 suppressed pistol, briefly cocking the hammer.]] | [[Image:FC2-6P9.jpg|thumb|none|600px|Frank admires his 6P9 suppressed pistol, briefly cocking the hammer.]] | ||
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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 Mark XIX=== |
− | + | Referred to as the "Eagle.50" (with a missing space) on the Arms Dealer's computer, the [[IMI Desert Eagle Mark XIX]] 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 the other pistols; in reality, this is only seen on the .44 Desert Eagle. 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 the other pistols; in reality, this is only seen on the .44 Desert Eagle. 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. | + | [[Image:DesertEagle50AE.jpg|thumb|none|400px|Magnum Research / Israeli Military Industries Desert Eagle Mark XIX - .50 AE]] |
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− | [[Image:DesertEagle50AE.jpg|thumb|none| | ||
[[Image:FC2-Deagle.jpg|thumb|none|600px|Frank holds the "Eagle.50" as he examines a fuel stockpile; this is ammunition for the flamethrower, molotovs and flare gun. Note the Desert Eagle has an abnormally tiny hammer and a backwards rear sight.]] | [[Image:FC2-Deagle.jpg|thumb|none|600px|Frank holds the "Eagle.50" as he examines a fuel stockpile; this is ammunition for the flamethrower, molotovs and flare gun. Note the Desert Eagle has an abnormally tiny hammer and a backwards rear sight.]] | ||
[[Image:FC2-Deagle-idle.jpg|thumb|none|600px|So IMI and Magnum Research would have issues with their names being on the ''Far Cry 2'' Desert Eagle's slide, but ''this'' is ok with them?]] | [[Image:FC2-Deagle-idle.jpg|thumb|none|600px|So IMI and Magnum Research would have issues with their names being on the ''Far Cry 2'' Desert Eagle's slide, but ''this'' is ok with them?]] | ||
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===Ingram MAC-10=== | ===Ingram MAC-10=== | ||
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The [[MAC-10]] is 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 rapid rate of fire and 30-round magazine go some way to making up for the terrible accuracy and weak power per shot. Enemy snipers and soldiers with rocket launchers tend to carry one of the two SMGs as their back-up weapon. | The [[MAC-10]] is 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 rapid rate of fire and 30-round magazine go some way to making up for the terrible accuracy and weak power per shot. Enemy snipers and soldiers with rocket launchers tend to carry one of the two SMGs as their back-up weapon. | ||
− | + | [[Image:IngramMAC10.jpg|thumb|none|400px|MAC-10 - .45 ACP]] | |
− | [[Image:IngramMAC10.jpg|thumb|none| | ||
[[Image:FC2-Ingram-2.jpg|thumb|none|600px|Ingram MAC-10 in ''Far Cry 2''. It's never clear what version it is due to the slightly odd ammo system the game uses.]] | [[Image:FC2-Ingram-2.jpg|thumb|none|600px|Ingram MAC-10 in ''Far Cry 2''. It's never clear what version it is due to the slightly odd ammo system the game uses.]] | ||
[[Image:FC2-Ingram-idle.jpg|thumb|none|600px|Idle animation; no matter how much you want to look like a tough guy, picking your nose with a loaded MAC-10 is still a bad idea.]] | [[Image:FC2-Ingram-idle.jpg|thumb|none|600px|Idle animation; no matter how much you want to look like a tough guy, picking your nose with a loaded MAC-10 is still a bad idea.]] | ||
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===IMI Uzi=== | ===IMI Uzi=== | ||
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The [[Uzi]] is the second of the two secondary SMGs, and other than durability is better than the Ingram in every way; while it fires more slowly, the result is a much more accurate and controllable weapon. Enemy snipers and rocket launcher troops are likely to carry this in the Southern map, though sometimes they will still have an Ingram. It has a 30-round magazine, much like the Ingram. | The [[Uzi]] is the second of the two secondary SMGs, and other than durability is better than the Ingram in every way; while it fires more slowly, the result is a much more accurate and controllable weapon. Enemy snipers and rocket launcher troops are likely to carry this in the Southern map, though sometimes they will still have an Ingram. It has a 30-round magazine, much like the Ingram. | ||
− | + | [[Image:Uzi.jpg|thumb|none|400px|IMI Uzi - 9x19mm Parabellum]] | |
− | [[Image:Uzi.jpg|thumb|none| | ||
[[Image:FC2-Uzi.jpg|thumb|none|600px|Frank holds an Uzi as he wishes he was holding a fishing rod.]] | [[Image:FC2-Uzi.jpg|thumb|none|600px|Frank holds an Uzi as he wishes he was holding a fishing rod.]] | ||
[[Image:FC2-Uzi-fire.jpg|thumb|none|600px|He doesn't let his lack of proper equipment get to him for long, however.]] | [[Image:FC2-Uzi-fire.jpg|thumb|none|600px|He doesn't let his lack of proper equipment get to him for long, however.]] | ||
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===Number 4 Mark 1 Flaregun=== | ===Number 4 Mark 1 Flaregun=== | ||
− | + | The [[Webley & Scott No. 4 Mk. I]] single-shot signal flare gun can be used by the player and is 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. The flaregun doesn't appear to have a jam animation or misfire (or even an idle animation); it's possible that sometimes it misfires and flares fail to ignite, though there may be other causes of this. | |
− | + | [[Image:RAFflgun-1.jpg|thumb|none|400px|Number 4 Mk 1 flaregun - 1.5 in.]] | |
− | |||
− | [[Image:RAFflgun-1.jpg|thumb|none| | ||
[[Image:FC2-flaregun.jpg|thumb|none|600px|Frank holds the flaregun in ''Far Cry 2''.]] | [[Image:FC2-flaregun.jpg|thumb|none|600px|Frank holds the flaregun in ''Far Cry 2''.]] | ||
[[Image:FC2-Flaregun-sight.jpg|thumb|none|600px|Frank uses the iron sight of the flaregun as he looks over a completed safe house; finishing buddy missions provides upgrades, until every safe house on the map spawns a truck with a Mk 19, a medkit inside the building, and stockpiles of all three types of ammo.]] | [[Image:FC2-Flaregun-sight.jpg|thumb|none|600px|Frank uses the iron sight of the flaregun as he looks over a completed safe house; finishing buddy missions provides upgrades, until every safe house on the map spawns a truck with a Mk 19, a medkit inside the building, and stockpiles of all three types of ammo.]] | ||
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===IEDs=== | ===IEDs=== | ||
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''Far Cry 2's'' improvised explosive devices 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. They can be placed on the ground or attached to objects by standing close to them; placing one will automatically switch to the detonator, but more can be placed by pressing the aim button to switch back to the explosives. | ''Far Cry 2's'' improvised explosive devices 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. They can be placed on the ground or attached to objects by standing close to them; placing one will automatically switch to the detonator, but more can be placed by pressing the aim button to switch back to the explosives. | ||
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[[Image:FC2-IED-kit.jpg|thumb|none|600px|These explosives are so improvised they come as a mass-produced kit. Erm...]] | [[Image:FC2-IED-kit.jpg|thumb|none|600px|These explosives are so improvised they come as a mass-produced kit. Erm...]] | ||
[[Image:FC2-IEDs.jpg|thumb|none|600px|The three IEDs on the hood of a handy car; a [[TMRP-6 anti-tank mine]], a 60mm mortar round from the Norinco Type 63, and a cluster of pipe bombs. The player character always holds the detonator with at least one finger clipped inside it.]] | [[Image:FC2-IEDs.jpg|thumb|none|600px|The three IEDs on the hood of a handy car; a [[TMRP-6 anti-tank mine]], a 60mm mortar round from the Norinco Type 63, and a cluster of pipe bombs. The player character always holds the detonator with at least one finger clipped inside it.]] | ||
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===M79=== | ===M79=== | ||
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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. | ||
− | + | [[Image:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 Grenade Launcher - 40mm.]] | |
− | [[Image:M79-Grenade-Launcher.jpg|thumb|none| | ||
[[Image:FC2-M79.jpg|thumb|none|600px|Frank aims his M79 at a particularly vicious-looking lake.]] | [[Image:FC2-M79.jpg|thumb|none|600px|Frank aims his M79 at a particularly vicious-looking lake.]] | ||
[[Image:FC2-M79-fire.jpg|thumb|none|600px|Firing the M79 demonstrates that local buildings are made of explodium instead of wood.]] | [[Image:FC2-M79-fire.jpg|thumb|none|600px|Firing the M79 demonstrates that local buildings are made of explodium instead of wood.]] | ||
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==Primary Weapons== | ==Primary Weapons== | ||
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The twelve primary weapons are the mainstay of a player's arsenal, as a rule; assault rifles, sniper rifles and shotguns are found in this slot, as well as an inexplicable grenade launcher. | The twelve primary weapons are the mainstay of a player's arsenal, as a rule; assault rifles, sniper rifles and shotguns are found in this slot, as well as an inexplicable grenade launcher. | ||
− | |||
[[Image:FC2-Primarywall.jpg|thumb|none|600px|The completed primary weapon wall in the Arms Dealer's warehouse.]] | [[Image:FC2-Primarywall.jpg|thumb|none|600px|The completed primary weapon wall in the Arms Dealer's warehouse.]] | ||
− | ===Heckler & Koch | + | ===Heckler & Koch MP5SD3=== |
− | + | Without the ''Fortunes Pack'' DLC, the [[Heckler & Koch MP5SD3]], 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 and a 30-round magazine go some way to making up for its shortcomings. In a continuation of the caliber-sharing shenanigans of the pistols above, the MP5SD3 shares ammunition with the assault rifles it is classed together with in-game. Its ammo pool is separate from the MAC-10 and Uzi. | |
− | Without the ''Fortunes Pack'' DLC, the [[ | + | [[Image:MP5SD3.jpg|thumb|none|400px|Heckler & Koch MP5SD3 - 9x19mm Parabellum]] |
− | |||
− | [[Image:MP5SD3.jpg|thumb|none| | ||
[[Image:FC2-MP5.jpg|thumb|none|600px|Frank holds an MP5SD as he marvels at the ''Far Cry 2'' team's belief that a truck's axles are attached to the rims of its wheels.]] | [[Image:FC2-MP5.jpg|thumb|none|600px|Frank holds an MP5SD as he marvels at the ''Far Cry 2'' team's belief that a truck's axles are attached to the rims of its wheels.]] | ||
[[Image:FC2-MP5-crate.jpg|thumb|none|600px|Frank places an MP5SD into a primary weapon crate.]] | [[Image:FC2-MP5-crate.jpg|thumb|none|600px|Frank places an MP5SD into a primary weapon crate.]] | ||
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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 hates 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 hates him.]] | ||
− | === | + | ==="Homeland 37"=== |
− | + | A pump-action shotgun named as the "Homeland 37" is one of the cheapest weapons in the game, and one of the first available to buy at the Arms Dealer. It is referred to in the pause menu and on the Arms Dealer's computer as the "Homeland 37," implying it is supposed to be an [[Ithaca 37]] "Homeland Security" version; however, the weapon itself is actually a long-barreled hunting style shotgun with a left-handed ejection port, completely lacking the Ithaca 37's most distinctive feature of the combined loading and ejection port. The "Homeland 37" appears to instead be a frankenshotgun with mixed elements from the Ithaca, the [[Remington 870]], and some variety of auto-shotgun given that the bolt has a visible charging handle attached directly to it and a channel behind the ejection port for that handle to travel. It has a six-round internal magazine, half that of the other two shotguns; coupled with the relatively slow pump-action, this leaves it distinctly inferior to the others. | |
− | + | [[Image:IthacaM37.jpg|thumb|none|400px|Ithaca 37 - 12 gauge]] | |
− | + | [[Image:Remington870Fieldgun.jpg|thumb|none|400px|Remington 870 Express Field Gun with raised barrel ribbing and 28" barrel - 12 gauge]] | |
− | [[Image:IthacaM37.jpg|thumb|none| | + | [[Image:FC2-Ithaca-normal.jpg|thumb|none|600px|Frank holds a Homeland 37 after shooting a propane tank with his handgun. Much was made of the fact that shooting one of these produces a directional jet of flame from the exact impact point.]] |
− | [[Image:FC2-Ithaca-normal.jpg|thumb|none|600px|Frank holds | + | [[Image:FC2-Ithaca.jpg|thumb|none|600px|Idle animation of the Homeland 37. Though it would appear one of this thing's parents was a confused Remington 870.]] |
− | [[Image:FC2-Ithaca.jpg|thumb|none|600px|Idle animation of the | + | [[Image:FC2-Ithaca-load.jpg|thumb|none|600px|Frank reloads the Homeland 37.]] |
− | [[Image:FC2-Ithaca-load.jpg|thumb|none|600px|Frank reloads the | + | [[Image:FC2-Ithaca-jam.jpg|thumb|none|600px|The Ithacington 837 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-jam.jpg|thumb|none|600px|The | + | [[Image:FC2-Ithaca-kB.jpg|thumb|none|600px|Scorned by a world that doesn't understand it, the Homeland takes its own life.]] |
− | [[Image:FC2-Ithaca-kB.jpg|thumb|none|600px|Scorned by a world that doesn't understand it, the | ||
===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 8. | 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 8. | ||
− | + | [[Image:Franchi-SPAS12.jpg|thumb|none|400px|Franchi SPAS-12 - 12 gauge.]] | |
− | [[Image:Franchi-SPAS12.jpg|thumb|none| | ||
[[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-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-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. This is done as if the SPAS is a normal shotgun, but the SPAS requires the carrier latch button to be held or the loading gate will not move.]] |
[[Image:FC2-SPAS-jam.jpg|thumb|none|600px|Jammed SPAS-12; a rather weird misfeed. Most of this animation consists of the player character hitting the opposite side of the receiver, with some attempts to pull the charging handle. Since these partly succeed to the point the whole base of the cartridge is visible when looking down the weapon, at several points in the animation it's unclear precisely what's holding it in place.]] | [[Image:FC2-SPAS-jam.jpg|thumb|none|600px|Jammed SPAS-12; a rather weird misfeed. Most of this animation consists of the player character hitting the opposite side of the receiver, with some attempts to pull the charging handle. Since these partly succeed to the point the whole base of the cartridge is visible when looking down the weapon, at several points in the animation it's unclear precisely what's holding it in place.]] | ||
[[Image:FC2-SPAS-kB.jpg|thumb|none|600px|The SPAS-12's failure animation; the gun ejects the spent casing ''and'' its own forend.]] | [[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 a misfeed; the player character will try to deal with this by fiddling with the cocking handle and thumping the opposite side of the receiver until prompted to actually ''pull'' the cocking handle by the player. The failure animation has the entire front end of the weapon fall 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 a misfeed; the player character will try to deal with this by fiddling with the cocking handle and thumping the opposite side of the receiver until prompted to actually ''pull'' the cocking handle by the player. The failure animation has the entire front end of the weapon fall off. | ||
− | + | [[Image:USAS12.jpg|thumb|none|400px|Daewoo USAS-12 - 12 gauge.]] | |
− | [[Image:USAS12.jpg|thumb|none| | ||
[[Image:FC2-USAS.jpg|thumb|none|600px|Frank holds a USAS-12 as he crosses the massive lake in the Southern map.]] | [[Image:FC2-USAS.jpg|thumb|none|600px|Frank holds a USAS-12 as he crosses the massive lake in the Southern map.]] | ||
[[Image:FC2-USAS-fire.jpg|thumb|none|600px|Frank uses the iron sight of his USAS-12 as he makes a safe house unsafe for a couple of soldiers.]] | [[Image:FC2-USAS-fire.jpg|thumb|none|600px|Frank uses the iron sight of his USAS-12 as he makes a safe house unsafe for a couple of soldiers.]] | ||
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===Heckler & Koch G3A4=== | ===Heckler & Koch G3A4=== | ||
− | + | The [[Heckler & Koch G3A4]] (which in-game is incorrectly called the [[Heckler & Koch G3KA4|G3KA4]], the carbine version of the 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. Like all the assault rifles, it holds 30 rounds per magazine (even though it's using 20 round magazines), and oddly, it is much weaker than FAL even though they use the exact same round. 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 [[ | + | [[Image:G3A4.jpg|400px|thumb|none|Heckler & Koch G3A4 - 7.62x51mm NATO]] |
− | |||
− | [[Image:G3A4.jpg| | ||
[[Image:FC2-G3-2.jpg|thumb|none|600px|Entering the jungle with a brand-new G3A4.]] | [[Image:FC2-G3-2.jpg|thumb|none|600px|Entering the jungle with a brand-new G3A4.]] | ||
[[Image:FC2-G3.jpg|thumb|none|600px|Frank holds a G3A4 as he studies an explosive ammo stockpile. This is ammo for the IEDs, mortar, rocket launchers and grenade launchers, as well as hand grenades, though most of the visible clutter is components of IEDs.]] | [[Image:FC2-G3.jpg|thumb|none|600px|Frank holds a G3A4 as he studies an explosive ammo stockpile. This is ammo for the IEDs, mortar, rocket launchers and grenade launchers, as well as hand grenades, though most of the visible clutter is components of IEDs.]] | ||
[[Image:FC2-G3-load.jpg|thumb|none|600px|Frank reloads the G3A4. In a world of compromises, some people don't put the bullets in the magazine at all.]] | [[Image:FC2-G3-load.jpg|thumb|none|600px|Frank reloads the G3A4. In a world of compromises, some people don't put the bullets in the magazine at all.]] | ||
− | [[Image:FC2-G3-idle.jpg|thumb|none|600px|Idle animation; similar to the other rifles, Frank holds the G3A4 up and checks it over, here allowing the player to see that it only has two fire modes, and that this rifle | + | [[Image:FC2-G3-idle.jpg|thumb|none|600px|Idle animation; similar to the other rifles, Frank holds the G3A4 up and checks it over, here allowing the player to see that it only has two fire modes, and that this rifle is a "Model 211" made by "Precision Armory", contrary to its in-game designation. Given the Desert Eagle, it's surprising it doesn't say "Hitler & Krotch."]] |
[[Image:FC2-G3-jam.jpg|thumb|none|600px|Jam animation; Frank uses the secret and more violent cousin of the HK slap.]] | [[Image:FC2-G3-jam.jpg|thumb|none|600px|Jam animation; Frank uses the secret and more violent cousin of the HK slap.]] | ||
[[Image:FC2-G3-kB.jpg|thumb|none|600px|The G3A4 blows up; like the USAS, the whole front end comes off.]] | [[Image:FC2-G3-kB.jpg|thumb|none|600px|The G3A4 blows up; like the USAS, the whole front end comes off.]] | ||
===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 a compensator, and therefore is not an AKM. The game also features a number of hidden "gold" AK-47s, which are identical to the normal AK-47s save a gold retexture on metal parts and removed stocks; these are much more durable than regular AKs. It's possible these weapons are 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 from the real thing; it has the rectangular depression of a milled AK-47, but the 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 a compensator, and therefore is not an AKM. The game also features a number of hidden "gold" AK-47s, which are identical to the normal AK-47s save a gold retexture on metal parts and removed stocks; these are much more durable than regular AKs. It's possible these weapons are 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 from the real thing; it has the rectangular depression of a milled | + | [[Image:TypeIII AK47.jpg|thumb|none|400px|Type 3 AK-47 - 7.62x39mm]] |
− | + | [[Image:FC2-AK-bullets.jpg|thumb|none|600px|Frank holds a low-condition AK-47, 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:TypeIII AK47.jpg|thumb|none| | + | [[Image:FC2-AK-idle.jpg|thumb|none|600px|Idle animation; Frank holds the gun up, then, realising what website he's on, checks it isn't a [[Norinco Type 56]].]] |
− | [[Image:FC2-AK-bullets.jpg|thumb|none|600px|Frank holds a low-condition | ||
− | [[Image:FC2-AK-idle.jpg|thumb|none|600px|Idle animation; Frank holds the gun up, then, realising what website he's on, checks it isn't a [[ | ||
[[Image:FC2-AK-sight.jpg|thumb|none|600px|Frank uses the iron sight of his AK to destroy his most dastardly foe yet.]] | [[Image:FC2-AK-sight.jpg|thumb|none|600px|Frank uses the iron sight of his AK to destroy his most dastardly foe yet.]] | ||
[[Image:FC2-AK-load.jpg|thumb|none|600px|With the evil one defeated, Frank celebrates by giving his AK some actual bullets to fire.]] | [[Image:FC2-AK-load.jpg|thumb|none|600px|With the evil one defeated, Frank celebrates by giving his AK some actual bullets to fire.]] | ||
[[Image:FC2-AK-borked.jpg|thumb|none|600px|Some of the low-condition guns have obviously seen better days. This AK has seen better ''centuries''.]] | [[Image:FC2-AK-borked.jpg|thumb|none|600px|Some of the low-condition guns have obviously seen better days. This AK has seen better ''centuries''.]] | ||
− | [[Image:FC2-AK-Gold.jpg|thumb|none|600px| | + | [[Image:FC2-AK-Gold.jpg|thumb|none|600px|A gold AK-47. 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.]] | ||
− | [[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 | + | [[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 AK-47. 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-APR.jpg|thumb|none|600px| | + | [[Image:FC2-AK-APR.jpg|thumb|none|600px|AK-47s on an APR recruitment poster. The AK appears throughout the game, seen on crates and posters as well as being used. This is a cease-fire zone, hence Frank holding the M79 vertically on the left side of the screen.]] |
− | [[Image:FC2-AK-Jkl.jpg|thumb|none|600px|The Jackal as seen halfway through the game, with an | + | [[Image:FC2-AK-Jkl.jpg|thumb|none|600px|The Jackal as seen halfway through the game, with an AK-47 on his back and a Desert Eagle in his holster.]] |
− | [[Image:FC2-AK-jam.jpg|thumb|none|600px|The | + | [[Image:FC2-AK-jam.jpg|thumb|none|600px|The AK-47 jams; once again, "pull the charging handle harder than you are currently pulling it" is something only the player could possibly think of. Also, when a jam is cleared, the weapon's bolt will for some reason disappear from the weapon until the animation is finished.]] |
− | [[Image:FC2-AK-kB.jpg|thumb|none|600px|The | + | [[Image:FC2-AK-kB.jpg|thumb|none|600px|The AK-47 blows up; it takes a truly obscene amount of ammunition to make it do this, but the patient player is rewarded by having the entire receiver cover thrown at them.]] |
===FN FAL=== | ===FN FAL=== | ||
− | |||
The [[FN FAL]] is called the "FAL Paratrooper" by the Arms Dealer's computer and the in-game menus; this is odd, since it is shown with a fixed stock, not the folding stock of the Paratrooper variant. It 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. A reliable and accurate rifle, it is a solid choice for general use. It also somehow holds 30 rounds in a 20 round magazine... | The [[FN FAL]] is called the "FAL Paratrooper" by the Arms Dealer's computer and the in-game menus; this is odd, since it is shown with a fixed stock, not the folding stock of the Paratrooper variant. It 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. A reliable and accurate rifle, it is a solid choice for general use. It also somehow holds 30 rounds in a 20 round magazine... | ||
− | + | [[Image:FN_FAL_50_00.jpg|thumb|none|400px|FN FAL 50.00 - 7.62x51mm NATO]] | |
− | [[Image:FN_FAL_50_00.jpg|thumb|none| | + | [[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 spectacular. Note the unusual rear sight mounted on the dust cover; this appears to be based on some patterns of the L2A1 "LMG" variant.]] |
− | [[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 spectacular.]] | ||
[[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.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.]] | [[Image:FC2-FAL-reload.jpg|thumb|none|600px|Reloading the FN FAL shows the weapon's rather unusual handguard.]] | ||
− | [[Image:FC2-FAL-fire.jpg|thumb|none|600px|Frank fires the FN FAL while using the | + | [[Image:FC2-FAL-fire.jpg|thumb|none|600px|Frank fires the FN FAL while using the L2A1 style sights.]] |
[[Image:FC2-FAL-jam.jpg|thumb|none|600px|The FN FAL jams; Frank pulls the charging handle and slaps on the magazine, the latter giving an even better view of the handguard.]] | [[Image:FC2-FAL-jam.jpg|thumb|none|600px|The FN FAL jams; Frank pulls the charging handle and slaps on the magazine, the latter giving an even better view of the handguard.]] | ||
[[Image:FC2-FAL-Kb.jpg|thumb|none|600px|Failure animation; the FAL decides Frank needs an even closer look.]] | [[Image:FC2-FAL-Kb.jpg|thumb|none|600px|Failure animation; the FAL decides Frank needs an even closer look.]] | ||
[[Image:FC2-FAL-kB-2.jpg|thumb|none|600px|By the end of the game, Frank probably has so many of these things sticking out of his head he looks like some kind of NRA-sponsored Sonic the Hedgehog.]] | [[Image:FC2-FAL-kB-2.jpg|thumb|none|600px|By the end of the game, Frank probably has so many of these things sticking out of his head he looks like some kind of NRA-sponsored Sonic the Hedgehog.]] | ||
− | ===" | + | ==="AR-16"=== |
+ | The "AR-16" is a fictionalized AR-15 rifle with some dubious design cues from different real world variants. While the name refers to the 7.62x51mm forerunner of the [[AR-18]] rifle, the in-game weapon is clearly a 5.56 [[AR-15]] rifle. The name is likely just a simple fusion of "'''AR'''-15" and "M'''16'''". | ||
− | + | The rifle's receiver resembles [[Bushmaster Carbon 15]]-pattern receiver, with three gaps in the raised upper rail instead of two. The dust-coverless ejection port has been moved to the left side, though its brass deflector is omitted and instead a normal AR forward assist that the Carbon 15 normally lacks is present on the left side. The weapon has a mounted Truglo 1x30 Green Dot Sight, with a jungle pattern camouflage forearm and stock. Ahead of this is an [[FN FAL]]-style carrying handle and a [[SIG SG 551]] handguard and front sight. The only part similar to the real AR-16 is the forend with two side rows of holes on the top (although the overall shape is still closer to the AR-18). | |
− | [[Image:Ar16gc3.jpg|thumb|none| | + | The AR-16 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. |
− | [[Image:FC2-AR16.jpg|thumb|none|600px|" | + | [[File:Bushmaster Carbon 15 R21.jpg|none|400px|thumb|Bushmaster Carbon 15 R21 - 5.56x45mm]] |
+ | [[File:Sig-551.jpg|thumb|none|400px|SIG SG 551 - 5.56x45mm]] | ||
+ | [[Image:Ar16gc3.jpg|thumb|none|400px|An actual Armalite AR-16, for comparison - 7.62x51mm NATO]] | ||
+ | [[Image:FC2-AR16.jpg|thumb|none|600px|The "AR-16" in ''Far Cry 2''.]] | ||
[[Image:FC2-AR16-ceasefire.jpg|thumb|none|600px|Frank holds his not-an-AR-16 in a ceasefire zone, giving a good view of the carrying handle.]] | [[Image:FC2-AR16-ceasefire.jpg|thumb|none|600px|Frank holds his not-an-AR-16 in a ceasefire zone, giving a good view of the carrying handle.]] | ||
[[Image:FC2-AR16-load.jpg|thumb|none|600px|Reloading the AR-16, Frank can't help but play around with the weapon's incredibly tiny charging handle.]] | [[Image:FC2-AR16-load.jpg|thumb|none|600px|Reloading the AR-16, Frank can't help but play around with the weapon's incredibly tiny charging 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.]] | ||
[[Image:FC2-AR16-Marty.jpg|thumb|none|600px|Frank's best buddy Marty Alencar with an AR-16. Best buddies offer alternate ways to complete missions, as the value of a friend in ''Far Cry 2'' is apparently measured by his tendency to undermine your orders.]] | [[Image:FC2-AR16-Marty.jpg|thumb|none|600px|Frank's best buddy Marty Alencar with an AR-16. Best buddies offer alternate ways to complete missions, as the value of a friend in ''Far Cry 2'' is apparently measured by his tendency to undermine your orders.]] | ||
− | [[Image:FC2-AR16-jam.jpg|thumb|none|600px|The AR-16 jams; Frank removes the magazine and holds it against the handguard with his left thumb, retracts the charging handle and examines the chamber; when prompted, he uses the forward assist to correct the misfed round, before replacing the magazine.]] | + | [[Image:FC2-AR16-jam.jpg|thumb|none|600px|The AR-16 jams; Frank removes the magazine and holds it against the handguard with his left thumb, retracts the charging handle and examines the chamber; when prompted, he somehow uses the forward assist to correct the misfed round, which falls out of the magazine well, before replacing the magazine.]] |
[[Image:FC2-AR16-kB.jpg|thumb|none|600px|Failure animation; after such an involved jam clearing, it makes perfect sense to forget that the front of a rifle needs a hole in it for bullets to get into the barrel.]] | [[Image:FC2-AR16-kB.jpg|thumb|none|600px|Failure animation; after such an involved jam clearing, it makes perfect sense to forget that the front of a rifle needs a hole in it for bullets to get into the barrel.]] | ||
===Springfield M1903A4=== | ===Springfield M1903A4=== | ||
− | + | The [[M1903A4 Springfield]] 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 having the user load rounds one by one into the breech as the real M1903A4 requires, and has a five-round capacity; it also incorrectly features the bolt and receiver of a [[Remington Model 700]], for whatever reason. The reload also has player character insert the stripper clip into the rifle, which is preceded by them removing a completely full stripper clip from the underside of the action as if it is an empty magazine. The scope has 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; like all jam animations, this triggers ''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 [[ | + | [[File:Rifle Springfield M1903A4 with M84 sight.jpg|thumb|none|400px|Springfield M1903A4 sniper rifle with M84 scope - .30-06.]] |
− | + | [[File:Remington 700 BDL.jpg|thumb|none|400px|Remington Model 700 - .308 Winchester]] | |
− | [[ | + | [[File:FC2-M1903.jpg|thumb|none|600px|Frank holds an M1903A4 near the Northern train yard. Most games have casings eject to the left, but a left-handed ''bolt'' is rarer, especially one so completely mismatched to the rifle it's ostensibly in - note the smooth striker cover with no cocking piece, forward-back safety lever in lieu of the Springfield's flag-type safety on the bolt itself, modern two-piece scope mount instead of the M1903A4's bridge-style mount, and the characteristic "cough drop" bolt handle, all features of the Remington.]] |
− | [[ | + | [[File:FC2-M1903-borked.jpg|thumb|none|600px|A low-condition M1903A4 is covered in dirt, stains and rust. For some reason, none of the experienced, hardened soldiers and mercenaries the player can select have the slightest idea how to clean or maintain a firearm.]] |
− | [[ | + | [[File:FC2-M1903-scope.jpg|thumb|none|600px|Scope of the M1903A4.]] |
− | [[ | + | [[File:FC2-M1903-hole.jpg|thumb|none|600px|An enemy sniper lies beside his M1903A4. But wait...What's that brass-like gleam we see ahead of the trigger guard?]] |
− | [[ | + | [[File:FC2-M1903-doingitwrong.jpg|thumb|none|600px|WHERE IS YOUR GOD NOW?]] |
− | [[ | + | [[File:FC2-M1903-jam.jpg|thumb|none|600px|The M1903A4 jams, leaving Frank ineffectually yanking the bolt until the player helps him realise he should be, um...yanking the bolt slightly harder.]] |
− | [[ | + | [[File: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 action 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 and has a ten-round magazine to the Springfield's five, while the difference in damage is negligible; it is less reliable, but not nearly as much so as the AS50. 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 [[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 open-front 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 and has a ten-round magazine to the Springfield's five, while the difference in damage is negligible; it is less reliable, but not nearly as much so as the AS50. 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 [[ | + | [[Image:SVD_Rifle.jpg|thumb|none|400px|SVD Dragunov - 7.62x54mmR]] |
− | + | [[Image:Romanian-FPK-PSL.jpg|thumb|none|400px|PSL sniper rifle - 7.62x54mmR]] | |
− | [[Image:SVD_Rifle.jpg|thumb|none| | ||
− | [[Image:Romanian-FPK-PSL.jpg|thumb|none| | ||
[[Image:FC2-SVD.jpg|thumb|none|600px|Frank with a Dragunov SVD outside Mike's Bar, preparing to obliterate Mike's Barrel. It's unusual to see quite this much of the SVD in an FPS; usually the majority of the stock is off-screen under the player character's arm in other games.]] | [[Image:FC2-SVD.jpg|thumb|none|600px|Frank with a Dragunov SVD outside Mike's Bar, preparing to obliterate Mike's Barrel. It's unusual to see quite this much of the SVD in an FPS; usually the majority of the stock is off-screen under the player character's arm in other games.]] | ||
[[Image:FC2-SVD-load.jpg|thumb|none|600px|Reloading a weapon is generally ''not'' performed with your finger still on the trigger.]] | [[Image:FC2-SVD-load.jpg|thumb|none|600px|Reloading a weapon is generally ''not'' performed with your finger still on the trigger.]] | ||
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===Accuracy International AS-50=== | ===Accuracy International AS-50=== | ||
− | + | The [[Accuracy International AS50]] is a British-made anti-materiel rifle chambered for .50 BMG, and has a five-round magazine like the Springfield; it is a semi-auto, with the rate of fire falling about halfway between that of the Springfield and SVD. It is 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- | + | [[Image:As50sr.jpg|thumb|none|400px|Accuracy International AS50 - .50 BMG]] |
− | |||
− | [[Image:As50sr.jpg|thumb|none| | ||
[[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-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 difficult to tell the condition of at a glance; rather than ridiculous levels of staining and corrosion, the AS50 just gets a bit scratched.]] | [[Image:FC2-AS50.jpg|thumb|none|600px|A low-condition AS50. Some weapons are difficult to tell the condition of at a glance; rather than ridiculous levels of staining and corrosion, the AS50 just gets a bit scratched.]] | ||
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[[Image:FC2-AS50-load.jpg|thumb|none|600px|Reloading the AS50; the player character has some trouble actually lining up the magazine during this reload, though this is hard to display in a still, hence this being a shot of the player character pulling the charging handle instead.]] | [[Image:FC2-AS50-load.jpg|thumb|none|600px|Reloading the AS50; the player character has some trouble actually lining up the magazine during this reload, though this is hard to display in a still, hence this being a shot of the player character pulling the charging handle instead.]] | ||
[[Image:FC2-AS50-jam.jpg|thumb|none|600px|Jammed AS50. The jam animation shows the bolt sticking closed; the player character tries to pull the bolt several times, turns the gun side on, strikes the base of the magazine and then attempts to pull it out. Pressing reload pulls the charging handle sharply backwards to clear the jam.]] | [[Image:FC2-AS50-jam.jpg|thumb|none|600px|Jammed AS50. The jam animation shows the bolt sticking closed; the player character tries to pull the bolt several times, turns the gun side on, strikes the base of the magazine and then attempts to pull it out. Pressing reload pulls the charging handle sharply backwards to clear the jam.]] | ||
− | [[Image:FC2-AS50-kB-1.jpg|thumb|none|600px|The AS50's failure animation. According to Newtonian physics, every action has an equal and opposite reaction.]] | + | [[Image:FC2-AS50-kB-1.jpg|thumb|none|600px|The AS50's failure animation. According to Newtonian physics, every action has an equal and opposite reaction...]] |
− | [[Image:FC2-AS50-kB-2.jpg|thumb|none|600px| | + | [[Image:FC2-AS50-kB-2.jpg|thumb|none|600px|...except this one.]] |
===Milkor MGL Mk 1L=== | ===Milkor MGL Mk 1L=== | ||
− | |||
Perhaps the strangest weapon in the primary slot, 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. It is a devastating weapon in certain situations, but the MGL isn't something the player can use as a mainstay of their weapon setup due to the low ammo limit, frequent reloads and unsuitability for short-ranged combat. It does, however, make ''Far Cry 2'' probably the only game in history where the player has three weapon slots and they can ''all'' be grenade launchers. The jam animation has the cylinder emit a metallic shriek and fail to rotate properly; the player character flips the weapon upside-down and tries to force it. The failure animation has the weapon, um, split completely in half. | Perhaps the strangest weapon in the primary slot, 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. It is a devastating weapon in certain situations, but the MGL isn't something the player can use as a mainstay of their weapon setup due to the low ammo limit, frequent reloads and unsuitability for short-ranged combat. It does, however, make ''Far Cry 2'' probably the only game in history where the player has three weapon slots and they can ''all'' be grenade launchers. The jam animation has the cylinder emit a metallic shriek and fail to rotate properly; the player character flips the weapon upside-down and tries to force it. The failure animation has the weapon, um, split completely in half. | ||
− | + | [[Image:MGL Mk 1 L.jpg|thumb|none|400px|Milkor MGL Mk 1L in desert tan finish fitted with Armson OEG reflex sight - 40x46mm]] | |
− | [[Image:MGL Mk 1 L.jpg|thumb|none| | ||
[[Image:FC2-MGL-new.jpg|thumb|none|600px|Frank holds a brand new Milkor MGL; note the recycled scope from the AR-16.]] | [[Image:FC2-MGL-new.jpg|thumb|none|600px|Frank holds a brand new Milkor MGL; note the recycled scope from the AR-16.]] | ||
− | [[Image:FC2-MGL-borked.jpg|thumb|none|600px|Frank | + | [[Image:FC2-MGL-borked.jpg|thumb|none|600px|Frank makes 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-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 not being looked through, since it doesn't appear to be illuminated.]] | [[Image:FC2-MGL-scope.jpg|thumb|none|600px|Scope of the MGL. It's not clear why it appears orange when not being looked through, since it doesn't appear to be illuminated.]] | ||
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==Special Weapons== | ==Special Weapons== | ||
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The seven special weapons are for the most part heavy weapons; rocket launchers, machine guns and so on, with the sole exception being a CO2-powered dart gun. | The seven special weapons are for the most part heavy weapons; rocket launchers, machine guns and so on, with the sole exception being a CO2-powered dart gun. | ||
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[[Image:FC2-specialwall.jpg|thumb|none|600px|The complete special weapons wall at the Arms Dealer's warehouse.]] | [[Image:FC2-specialwall.jpg|thumb|none|600px|The complete special weapons wall at the Arms Dealer's warehouse.]] | ||
==="Tranquilizer Rifle"=== | ==="Tranquilizer Rifle"=== | ||
− | + | The "Tranquilizer Rifle" is a version of the [[Remington 700]], most closely resembling an [[M40 Sniper Rifle|M40]]; it has additional components from the Pneu-Dart Model 389 tranquilizer gun, a single-shot dartgun powered by .22 "primer load" rounds in a detachable magazine. It has the gas regulator tube of the latter weapon, but the barrel is at the same level it would be on a normal rifle. Its icon on the Arms Dealer's computer shows a normal Model 389, indicating that this is what it's supposed to be. The in-game weapon is a CO2-powered single shot dart gun, fitted with a sight which appears to be based on the Bushnell-manufactured scopes used on Dan-Inject JM Standard tranquilizer guns; it's the only sniper weapon in the special / heavy weapon slot. | |
− | The "Tranquilizer Rifle" is a version of the [[Remington 700]], most closely resembling an [[ | ||
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. | It can be surmised that the tranquilizer is not something intended for use on humans; a hit anywhere will kill the target instantly, and also kick up a spray of blood as with the normal rifles; odd behaviour for a dartgun. | ||
− | + | [[Image:M40a1standard-1-.jpg|thumb|none|400px|Remington M40 sniper rifle - 7.62x51mm NATO.]] | |
− | [[Image:M40a1standard-1-.jpg|thumb|none| | + | [[Image:Model 389-2.jpg|thumb|none|400px|Pneu-Dart Model 389 tranquilizer gun - .22 "primer load"]] |
− | [[Image:Model 389-2.jpg|thumb|none| | + | [[Image:FC2-Tranqrifle.jpg|thumb|none|600px|The "Tranquilizer Rifle" in ''Far Cry 2''.]] |
− | [[Image:FC2-Tranqrifle.jpg|thumb|none|600px|"Tranquilizer Rifle" in ''Far Cry 2''.]] | ||
[[Image:FC2-Tranqrifle-2.jpg|thumb|none|600px|Frank holds the Tranquilizer Rifle in a cease-fire zone.]] | [[Image:FC2-Tranqrifle-2.jpg|thumb|none|600px|Frank holds the Tranquilizer Rifle in a cease-fire zone.]] | ||
− | [[Image:FC2-Tranqrifle-reload.jpg|thumb|none|600px|Frank reloads the Tranquilizer Rifle; despite mounting a small, apparently functionless magazine, the gun must be reloaded after every shot. On the Model 389 this is the magazine for the "primer" rounds which propel the dart, but | + | [[Image:FC2-Tranqrifle-reload.jpg|thumb|none|600px|Frank reloads the Tranquilizer Rifle; despite mounting a small, apparently functionless magazine, the gun must be reloaded after every shot. On the Model 389 this is the magazine for the "primer" rounds which propel the dart, but is only ever swapped out in-game when it jams and the sounds used imply that it's been construed as a CO2 cartridge of some kind.]] |
− | [[Image:FC2-Tranqrifle-scope.jpg|thumb|none|600px|Despite the different scope model, the Tranquilizer Rifle uses exactly the same reticle as the M1903A4. And it's doubtful that's what a | + | [[Image:FC2-Tranqrifle-scope.jpg|thumb|none|600px|Despite the different scope model, the Tranquilizer Rifle uses exactly the same reticle as the M1903A4. And it's doubtful that's what a tranquilizer dart is supposed to do, really.]] |
[[Image:FC2-Tranqrifle-jam1.jpg|thumb|none|600px|Jammed Tranquilizer Rifle; apparently a pressure failure, the player character attempts to pull the useless not-a-magazine from the underside of the gun.]] | [[Image:FC2-Tranqrifle-jam1.jpg|thumb|none|600px|Jammed Tranquilizer Rifle; apparently a pressure failure, the player character attempts to pull the useless not-a-magazine from the underside of the gun.]] | ||
[[Image:FC2-Tranqrifle-jam2.jpg|thumb|none|600px|On pressing the button to clear the jam, the offending object is detached with a soft hiss and a new one inserted.]] | [[Image:FC2-Tranqrifle-jam2.jpg|thumb|none|600px|On pressing the button to clear the jam, the offending object is detached with a soft hiss and a new one inserted.]] | ||
− | [[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's failure animation; Frank is rapidly coming to the conclusion that he is the King Midas of explosions.]] |
===PKM=== | ===PKM=== | ||
− | + | The [[PKM]] is the first of the game's two machine guns, and the only one available to buy in the North; the model in ''Far Cry 2'' has the newer flash hider. It feeds from the left and has an ejection port on the right; this is a reversal of the normal configuration of the weapon, which in real life actually ''does'' eject spent casings to the left. As in a lot of video games, the recoil of the PKM is exaggerated when standing, to the point the weapon is uncontrollable; with both machine guns, without the accuracy upgrade the muzzle climb is so extreme the player can end up firing straight up if they don't try to fight it. In reality, the PKM's slow rate of fire (roughly 600 RPM) allows for controlled full auto shooting even when firing from the shoulder. Like the SAW, the PKM uses a 100-round belt. | |
− | The [[ | + | [[Image:HungarianPKM.jpg|thumb|none|400px|PKM with modern flash hider - 7.62x54mmR]] |
− | |||
− | [[Image:HungarianPKM.jpg|thumb|none| | ||
[[Image:FC2-PKM.jpg|thumb|none|600px|Subtlety isn't really an option with this weapon.]] | [[Image:FC2-PKM.jpg|thumb|none|600px|Subtlety isn't really an option with this weapon.]] | ||
[[Image:FC2-PKM-reload.jpg|thumb|none|600px|Reloading the PKM.]] | [[Image:FC2-PKM-reload.jpg|thumb|none|600px|Reloading the PKM.]] | ||
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===FN M249 SAW=== | ===FN M249 SAW=== | ||
− | + | The [[M249 SAW]] is seen in both man portable and emplaced versions. While handheld the M249 will never overheat no matter how long it's fired for, but has incredible muzzle climb and limited ammunition. In this configuration it uses a 100-round belt box which appears to be made of metal. 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 [[ | + | [[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249 Squad Automatic Weapon - 5.56x45mm NATO]] |
− | |||
− | [[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none| | ||
[[Image:FC2-SAW-new.jpg|thumb|none|600px|Frank makes his way down a jungle trail, armed with a brand-new M249 Squad Automatic Weapon. Note the weapon is missing the diagonal STANAG magazine adaptor between the belt and belt box.]] | [[Image:FC2-SAW-new.jpg|thumb|none|600px|Frank makes his way down a jungle trail, armed with a brand-new M249 Squad Automatic Weapon. Note the weapon is missing the diagonal STANAG magazine adaptor between the belt and belt box.]] | ||
[[Image:FC2-SAW.jpg|thumb|none|600px|A low-condition M249 Squad Automatic Weapon; like the AS50, scratched and a little rusty, but hard to tell the status of at a glance.]] | [[Image:FC2-SAW.jpg|thumb|none|600px|A low-condition M249 Squad Automatic Weapon; like the AS50, scratched and a little rusty, but hard to tell the status of at a glance.]] | ||
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===RPG-7=== | ===RPG-7=== | ||
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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 rocket goes a lot faster than it does in the game, usually at around 295 metres 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 rocket goes a lot faster than it does in the game, usually at around 295 metres 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. | ||
− | + | [[Image:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 rocket launcher - 40mm.]] | |
− | [[Image:Rpg-7-1-.jpg|thumb|none| | ||
[[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-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|601px|The ''Far Cry 2'' RPG-7 has a side-mounted (and sideways) 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-sight.jpg|thumb|none|601px|The ''Far Cry 2'' RPG-7 has a side-mounted (and sideways) 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 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; of somewhat more concern is that the tail assembly of the rocket is exposed, meaning this rocket's booster charge has already detonated and it could not be fired.]] |
[[Image:FC2-RPG-misfire.jpg|thumb|none|600px|Misfire: as Frank completes a reload, he finds the previous round didn't travel ''quite'' as far as he might have hoped.]] | [[Image:FC2-RPG-misfire.jpg|thumb|none|600px|Misfire: as Frank completes a reload, he finds the previous round didn't travel ''quite'' as far as he might have hoped.]] | ||
[[Image:FC2-RPG-kB.jpg|thumb|none|600px|The RPG-7's foregrip breaks off in the failure animation. Note that it has no upper surface; the player character holds it up to the screen briefly, showing it also has transparent internal surfaces and making the player wonder why their attention is being drawn to this.]] | [[Image:FC2-RPG-kB.jpg|thumb|none|600px|The RPG-7's foregrip breaks off in the failure animation. Note that it has no upper surface; the player character holds it up to the screen briefly, showing it also has transparent internal surfaces and making the player wonder why their attention is being drawn to this.]] | ||
===Carl Gustav=== | ===Carl Gustav=== | ||
− | |||
The [[Carl Gustav recoilless rifle]] is a Swedish-made 84mm launcher produced by Saab-Bofors; in real life it is 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 missile can also be manually detonated if the player presses fire again while it is in flight; normally, this will just start the empty launcher's reload animation, but if a missile is in the air it will detonate as the animation starts. The "jam" animation is a misfire similar to that of the RPG-7; the guidance seems to fail just after launch; the smoke trail turns black, and the missile veers sharply off-course, detonating on impact. 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 is 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 missile can also be manually detonated if the player presses fire again while it is in flight; normally, this will just start the empty launcher's reload animation, but if a missile is in the air it will detonate as the animation starts. The "jam" animation is a misfire similar to that of the RPG-7; the guidance seems to fail just after launch; the smoke trail turns black, and the missile veers sharply off-course, detonating on impact. The failure animation has the hinged rear venturi tube break off, after which the player character throws the weapon away. | ||
− | + | [[Image:CarlGustavM2.jpg|thumb|none|400px|Carl Gustav M2 - 84x246mm R]] | |
− | [[Image:CarlGustavM2.jpg|thumb|none| | ||
[[Image:FC2-CarlG-new.jpg|thumb|none|600px|A brand new Carl Gustav; it's difficult to tell when the weapon ''isn't'' low-condition, given it always looks ten minutes from falling apart.]] | [[Image:FC2-CarlG-new.jpg|thumb|none|600px|A brand new Carl Gustav; it's difficult to tell when the weapon ''isn't'' low-condition, given it always looks ten minutes from falling apart.]] | ||
[[Image:FC2-CarlG.jpg|thumb|none|600px|The first Carl Gustav in the game is as ever found in a Northern safe house in the worst possible condition.]] | [[Image:FC2-CarlG.jpg|thumb|none|600px|The first Carl Gustav in the game is as ever found in a Northern safe house in the worst possible condition.]] | ||
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===Norinco Type 63=== | ===Norinco Type 63=== | ||
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The Norinco Type 63 60mm light mortar 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 60mm light mortar 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:60mm Chinese image.JPG|thumb|none|400px|Norinco Type 63 mortar - 60mm.]] | [[Image:60mm Chinese image.JPG|thumb|none|400px|Norinco Type 63 mortar - 60mm.]] | ||
[[Image:FC2-mortar-new.jpg|thumb|none|600px|A brand-new Norinco Type 63; the mortar is another weapon that always looks ten seconds from exploding.]] | [[Image:FC2-mortar-new.jpg|thumb|none|600px|A brand-new Norinco Type 63; the mortar is another weapon that always looks ten seconds from exploding.]] | ||
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===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. It is shown as projecting a stream of whatever duration the player desires, which the real weapon cannot do: the LPO-50 is a cartridge-compressed design which uses an explosive pressurising cartridge to fire the entire contents of one tank at a time, resulting in it having three 2-3 second "shots." The ''Far Cry 2'' version, having only one tank, should only really be able to fire one shot. It also has a constant small burn at the muzzle as if it has a pilot light: the three things at the muzzle are actually pyrotechnic charges, and only burn while a tank is actually being fired. | ||
− | + | The weapon has no reload animation, being loaded automatically with all the fuel the player is carrying, and uses the fuel gauge for an ammo counter. 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. | |
− | + | [[Image:LPO_main.jpg|thumb|none|400px|LPO-50 flamethrower with backpack and tube, the real configuration of this weapon.]] | |
− | [[Image:LPO_main.jpg|thumb|none| | ||
[[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 is 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-jam.jpg|thumb|none|600px|The LPO-50 "jams;" this is 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, and the three pyrotechnic igniters should not all be firing at the same time.]] |
==Thrown Weapons== | ==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. | 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=== | ===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. | 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:M67.jpg|thumb|none|250px|M69, the inert training version of the M67 hand grenade.]] | |
− | [[Image:M67.jpg|thumb|none| | ||
[[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?]] | [[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?]] | ||
[[Image:FC2-M67-closeup.jpg|thumb|none|600px|Closeup of the M67; while it has factory markings like a real grenade, it clearly has a weld seam, showing it was based on a pot-metal M69 training grenade.]] | [[Image:FC2-M67-closeup.jpg|thumb|none|600px|Closeup of the M67; while it has factory markings like a real grenade, it clearly has a weld seam, showing it was based on a pot-metal M69 training grenade.]] | ||
===Molotov cocktail=== | ===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. | |
− | 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 | ||
− | |||
[[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. The wick doesn't ignite until the next frame of the animation.]] | [[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. The wick doesn't ignite until the next frame of the animation.]] | ||
==Mounted Weapons== | ==Mounted Weapons== | ||
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===M249 SAW=== | ===M249 SAW=== | ||
− | + | The SAW behaves rather differently when mounted; it has no muzzle climb, cannot fail or jam, and has infinite ammunition, as do both the other mounted weapons. The mounted SAW is fitted with spade grips, presumably to explain why the player isn't able to pick it up and carry it away. It is secured to whatever mounting it is using 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. Rather than using a heat indicator, during protracted firing smoke will escape from the SAW; 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. A bizarre note of interest is that the mounted SAW's ammo box (meant for belts of 5.56mm) is reused for the .50 cal M2 HMG and 40mm MK 19 grenade launcher without any change in size or writing. | |
− | The SAW behaves rather differently when mounted; it has no muzzle climb | + | [[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|400px|M249 Squad Automatic Weapon - 5.56x45mm NATO]] |
− | |||
[[Image:FC2-SAWmount.jpg|thumb|none|600px|Frank uses a mounted SAW in the central village of the Northern map. Despite this being a cease-fire zone, nobody cares about the player character screwing around with the mounted guns, provided they don't actually fire them.]] | [[Image:FC2-SAWmount.jpg|thumb|none|600px|Frank uses a mounted SAW in the central village of the Northern map. Despite this being a cease-fire zone, nobody cares about the player character screwing around with the mounted guns, provided they don't actually fire them.]] | ||
[[Image:FC2-SAW-sight.jpg|thumb|none|600px|Iron sight of a boat-mounted SAW.]] | [[Image:FC2-SAW-sight.jpg|thumb|none|600px|Iron sight of a boat-mounted SAW.]] | ||
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===Browning M2HB=== | ===Browning M2HB=== | ||
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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, but is incredibly damaging, easily able to kill any enemy and deal lethal damage to an unwary player with a handful of shots. The M2 overheats much more readily than the SAW, but still not as rapidly as the Mk. 19. The final buddy mission in the North will cause all trucks at safe houses to spawn with M2s instead of the usual SAWs, but they are not seen on enemy vehicles until the Southern map. | 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, but is incredibly damaging, easily able to kill any enemy and deal lethal damage to an unwary player with a handful of shots. The M2 overheats much more readily than the SAW, but still not as rapidly as the Mk. 19. The final buddy mission in the North will cause all trucks at safe houses to spawn with M2s instead of the usual SAWs, but they are not seen on enemy vehicles until the Southern map. | ||
− | + | [[Image:BrowningM2.jpg|thumb|none|400px|Browning M2 - .50 BMG.]] | |
− | [[Image:BrowningM2.jpg|thumb|none| | ||
[[Image:FC2-M2.jpg|thumb|none|600px|Frank encounters a mounted M2, and wonders what use that tiny tripod is supposed to be.]] | [[Image:FC2-M2.jpg|thumb|none|600px|Frank encounters a mounted M2, and wonders what use that tiny tripod is supposed to be.]] | ||
[[Image:FC2-M2-Unimog.jpg|thumb|none|600px|M2HB mounted on a Unimog vehicle. The Unimog is exclusive to the ''Fortunes Pack'' addon, though the only real differences between it and the regular trucks is that Unimogs have more health and will spawn armed with M2s even in the Northern map where vehicles would normally only spawn with M249s.]] | [[Image:FC2-M2-Unimog.jpg|thumb|none|600px|M2HB mounted on a Unimog vehicle. The Unimog is exclusive to the ''Fortunes Pack'' addon, though the only real differences between it and the regular trucks is that Unimogs have more health and will spawn armed with M2s even in the Northern map where vehicles would normally only spawn with M249s.]] | ||
− | [[Image:FC2-M2-Fire.jpg|thumb|none|600px|Frank fires the M2HB. The rate of fire isn't particularly respectable 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 isn't particularly respectable even for a semi-auto, never mind a machine gun, but the M2 is both long-ranged and extremely damaging.]] |
− | [[Image:FC2-M2-sight.jpg|thumb|none|600px|Iron sight of the M2HB. Note that the vehicle did ''not'' explode as a result of direct damage; an M2 can damage a vehicle to the point black smoke is coming from the engine, but after that it catches fire and explodes on its own. Seemingly, this process cannot be hurried by dealing additional damage with anything barring explosives.]] | + | [[Image:FC2-M2-sight.jpg|thumb|none|600px|Iron sight of the M2HB. Note that the vehicle did ''not'' explode as a result of direct damage; an M2 (along with any other firearm) can damage a vehicle to the point black smoke is coming from the engine, but after that it catches fire and explodes on its own. Seemingly, this process cannot be hurried by dealing additional damage with anything barring explosives.]] |
===Mk. 19=== | ===Mk. 19=== | ||
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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 on tripods and monopods 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 on tripods and monopods 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|400px|Mk 19 grenade launcher - 40mm.]] | |
− | [[Image:MK19-02.jpg|thumb|none| | ||
[[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-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-fire2.jpg|thumb|none|600px|...Since when the weapon is fired the red band vanishes without trace.]] | ||
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=="Fortunes Pack" weapons== | =="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. | |
− | 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 | ||
− | |||
[[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 [[12 Gauge Double Barreled Shotgun]] with decorative engraving, this is used in the secondary 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; in the jam animation, the shells somehow end up shoved right inside the barrels, leaving the player character struggling to free them. Also, it is worth noting that even though the shotgun fires two shots, the game only subtracts ''one'' shell from a player's ammo reserves. | |
− | An old-fashioned rabbit-ear [[12 Gauge Double Barreled Shotgun]] with decorative engraving, this is used in the secondary 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; in the jam animation, the shells somehow end up shoved right inside the barrels, leaving the player character struggling to free them. Also, it is worth noting that even though the shotgun fires two shots, the game only subtracts ''one'' shell from a player's ammo reserves | + | [[File:Sawed_off_exposed_hammers.jpg|thumb|none|400px|Sawn-off double-barrel shotgun - 12 gauge]] |
− | |||
[[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-sight.jpg|thumb|none|600px|Iron sight of the sawed-off shotgun; unlike the pistols, the hammers of this weapon are shown cocked.]] | + | [[Image:FC2-Sawnoff-sight.jpg|thumb|none|600px|Iron sight of the sawed-off shotgun; unlike the pistols, the hammers of this weapon are shown cocked. The presence of a front sight would indicate that it was manufactured with a short barrel from the get-go.]] |
[[Image:FC2-Sawnoff-load.jpg|thumb|none|600px|Frank reloads his sawed-off 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 sawed-off 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-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.]] | ||
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===Suppressed Shotgun=== | ===Suppressed Shotgun=== | ||
− | + | Most closely resembling a [[Mossberg 500]], this is referred to in promotional materials as the "Silenced Shotgun." It is the fourth shotgun in 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. Like the Ithaca, it is pump-action and has a six-round tube magazine; it also recycles the Ithaca's jam animation, including pumping the forend an extra time at the start of the jam animation just so it can actually happen. This weapon may be a homage to the suppressed shotgun used in the movie ''[[No Country for Old Men]]''. | |
− | Most closely resembling a [[ | + | [[Image:Mossberg500.jpg|thumb|none|400px|Mossberg 500 - 12 gauge.]] |
− | |||
− | [[Image:Mossberg500.jpg|thumb|none| | ||
[[Image:FC2-Remington.jpg|thumb|none|600px|Suppressed shotgun from the ''Fortunes Pack''. Note the charging handle position and general ejection port layout seems to come from either the SPAS-12 or a Remington, with possible candidates including the 11-87 and 1100. Or the Ithaca 37, given ''Far Cry 2's'' approach to shotguns.]] | [[Image:FC2-Remington.jpg|thumb|none|600px|Suppressed shotgun from the ''Fortunes Pack''. Note the charging handle position and general ejection port layout seems to come from either the SPAS-12 or a Remington, with possible candidates including the 11-87 and 1100. Or the Ithaca 37, given ''Far Cry 2's'' approach to shotguns.]] | ||
[[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.]] | ||
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===Crossbow=== | ===Crossbow=== | ||
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A low-durability 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, and uses exploding arrows; as with the RPG-7's rockets, these can deflect off surfaces, though attaching the label "realistic" to this behaviour might be a little dishonest. | A low-durability 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, and uses exploding arrows; as with the RPG-7's rockets, these can deflect off surfaces, though attaching the label "realistic" to this behaviour might be a little dishonest. | ||
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[[Image:FC2-Crossbow-2.jpg|thumb|none|600px|[[Rambo:_First_Blood_Part_II#Hoyt_Archery_Rambo_compound|"Murdock...I'm coming to get you!"]]]] | [[Image:FC2-Crossbow-2.jpg|thumb|none|600px|[[Rambo:_First_Blood_Part_II#Hoyt_Archery_Rambo_compound|"Murdock...I'm coming to get you!"]]]] | ||
[[Image:FC2-Crossbow.jpg|thumb|none|600px|Frank resets his crossbow.]] | [[Image:FC2-Crossbow.jpg|thumb|none|600px|Frank resets his crossbow.]] | ||
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==Non-usable== | ==Non-usable== | ||
− | |||
===IMI Micro Uzi=== | ===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. | |
− | While the [[ | + | [[Image:MicroUziPistol.jpg|thumb|none|400px|IMI Micro Uzi - 9x19mm Parabellum]] |
− | + | [[Image:FC2-MicroUzi.jpg|thumb|none|600px|The Micro Uzi on a magazine cover in ''Far Cry 2''.]] | |
− | [[Image:MicroUziPistol.jpg|thumb|none| | ||
− | [[Image:FC2-MicroUzi.jpg|thumb|none|600px| | ||
===M16=== | ===M16=== | ||
− | + | Another magazine which appears to be in Japanese shows a number of illustrations of M16-series rifles, specifically captioning one as an [[M16A3]]. Some posters and crates also depict M16-series weapons, though without identifying them. | |
− | Another magazine which appears to be in Japanese shows a number of illustrations of M16-series rifles, specifically captioning one as an [[ | ||
Some of the closeups seem to show motors in the pistol grip and battery capacities in mAh, which along with the language suggests the texture is taken from a Japanese airsoft magazine. | Some of the closeups seem to show motors in the pistol grip and battery capacities in mAh, which along with the language suggests the texture is taken from a Japanese airsoft magazine. | ||
− | + | [[File:M16A2.jpg|thumb|none|400px|M16A2 - 5.56x45mm NATO]] | |
[[Image:FC2-M16A3.jpg|thumb|none|600px|Nicely incomprehensible reading materials they have around here.]] | [[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.]] | [[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.]] | ||
[[Image:FC2-M16-poster.jpg|thumb|none|600px|Soldiers holding M16 rifles of some kind on a UFLL recruitment poster.]] | [[Image:FC2-M16-poster.jpg|thumb|none|600px|Soldiers holding M16 rifles of some kind on a UFLL recruitment poster.]] | ||
+ | |||
+ | ===Single Action Army=== | ||
+ | A pair of images of [[Single Action Army|Single Action Armies]] appears on the label of the Molotov bottle; only one can be fully seen due to damage. | ||
+ | [[File:ColtSAA475barrel.jpg|thumb|none|400px|Colt Single Action Army with 4.75" barrel - .45 Long Colt]] | ||
+ | [[File:Fc2saa-1.jpg|thumb|none|600px|The label as seen through the Dart Rifle's scope.]] | ||
===Yakushev-Borzov Yak-B=== | ===Yakushev-Borzov Yak-B=== | ||
− | + | In the Southern map, the wreckage of a crashed Hind-D gunship can be found in the area "Crash Site" and is part of one optional mission; only the nose, one wing and the tail remain, and while the barrels are missing, the mounting of the Hind's [[Yakushev-Borzov Yak-B]] 12.7x108mm Gatling gun is still present and intact. | |
− | In the Southern map, the wreckage of a crashed Hind-D gunship can be found in the area "Crash Site" and is part of one optional mission; only the nose, one wing and the tail remain, and while the barrels are missing, the mounting of the Hind's [[Yakushev-Borzov Yak-B]] 12. | + | [[Image:Yakb.JPG|thumb|none|400px|Yakushev-Borzov Yak-B machine gun - 12.7x108mm]] |
− | |||
− | [[Image:Yakb.JPG|thumb|none| | ||
[[Image:FC2-Hindnose.jpg|thumb|none|600px|Vladimir Putin later stated that destroying the enemy sandcastle was worth the losses.]] | [[Image:FC2-Hindnose.jpg|thumb|none|600px|Vladimir Putin later stated that destroying the enemy sandcastle was worth the losses.]] | ||
==Trivia note: fake widescreen== | ==Trivia note: fake widescreen== | ||
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Like many games, ''Far Cry 2'' defaults to a fake widescreen mode which cuts the top and bottom off a 4:3 aspect ratio image rather than actually increasing the field of view horizontally. This has been fixed in the PC version, which has a selectable "widescreen" option; this is because players with multiple monitors were dealing with an image so vertically compressed they couldn't see anything. However, in the console versions it has ''never'' been fixed. All screenshots in this article were taken in "fake" widescreen mode as it is the most common, but a demonstration of the difference is below. | Like many games, ''Far Cry 2'' defaults to a fake widescreen mode which cuts the top and bottom off a 4:3 aspect ratio image rather than actually increasing the field of view horizontally. This has been fixed in the PC version, which has a selectable "widescreen" option; this is because players with multiple monitors were dealing with an image so vertically compressed they couldn't see anything. However, in the console versions it has ''never'' been fixed. All screenshots in this article were taken in "fake" widescreen mode as it is the most common, but a demonstration of the difference is below. | ||
− | |||
[[Image:FC-Tranq.jpg|thumb|none|600px|Low-quality PS3 screen capture with some colour shifting; this is in 4:3 mode.]] | [[Image:FC-Tranq.jpg|thumb|none|600px|Low-quality PS3 screen capture with some colour shifting; this is in 4:3 mode.]] | ||
[[Image:FC2-widescreen-fake.jpg|thumb|none|600px|"Fake" widescreen image; note that the same length of the rifle is visible, but the player character's thumbnail and most of the bolt handle is gone. This is the default mode in the PC version and the only widescreen mode in the console versions.]] | [[Image:FC2-widescreen-fake.jpg|thumb|none|600px|"Fake" widescreen image; note that the same length of the rifle is visible, but the player character's thumbnail and most of the bolt handle is gone. This is the default mode in the PC version and the only widescreen mode in the console versions.]] | ||
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{{Cry Series}} | {{Cry Series}} | ||
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[[Category:Video Game]] | [[Category:Video Game]] | ||
[[Category:First-Person Shooter]] | [[Category:First-Person Shooter]] |
Latest revision as of 15:27, 12 September 2024
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Far Cry 2 is one of two spiritual sequels to Far Cry (the other being Crysis, made by Crytek, the original developers). A sequel in name only, it does not follow on from Far Cry's storyline, instead taking the player to a fictional African country wracked by civil war, tasking them with hunting down and killing an arms dealer called "The Jackal" who has been selling weapons to both sides. Things quickly get more complicated, however, and the player is soon doing missions for the temporarily at-peace factions as a hired gun. As well as a substantial list of not-particularly-realistic firearms, Far Cry 2 boasts an open world map covering over fifty square kilometres (split into two 5x5 maps), dynamic fire effects, a continuous day / night cycle, and really annoying checkpoints.
The following weapons appear in the video game Far Cry 2:
Overview
Far Cry 2's weapons are split into a four-slot system, corresponding to the four directions of a 360 or PS3 controller's D-pad. The first is the player's melee weapon; in reference to Far Cry, this is a large machete. Two additional skins can be downloaded for it, but the player has no choice as to what goes in this slot; it is always a machete of some kind.
The three other slots accommodate whatever weapons the player has in their respective category; one primary, one secondary, and one special weapon can be carried at a time, as well as two types of grenade. Enemy weapons can be picked up, but weapons in Far Cry 2 have simulated wear and enemy weapons are always in the worst condition possible, so this is usually only a good idea in extreme circumstances. Weapons in poor condition are able to jam, which requires a press of the reload button to clear; some of the explosive-firing weapons instead misfire, with the shot going violently off-target or dropping dangerously close to the player. In the end, if the player hangs on to a weapon for long enough it will fail, in a spectacular and generally deeply ridiculous manner. Jam animations always happen instead of a shot being fired, while failures always happen after the shot fires normally, resulting in some very bizarre occurrences such as a weapon blowing up only after cycling its action completely or misfeeding despite cycling correctly after the preceding shot.
Getting new weapons requires the player to do missions for the Arms Dealer, a shady character who apparently wants to corner the market on driving trucks in circles endlessly; he sends out the player to deal with any rivals attempting to drive their own trucks in circles, and adds weapons to the list of available ones every time one of these bizarre errands is complete; only half can be completed in the Northern map, after which he vanishes without explanation, only reappearing when the Southern map is unlocked.
The player pays him for specific weapons in African Conflict Diamonds found in briefcases around the map or earned through completing missions, paying via a website; it's best not to think how that's supposed to work. The Arms Dealer then makes the bought weapon available in his warehouses, several of which are placed in the two maps; after buying a weapon, an infinite number of brand-new weapons of that type can be acquired from any warehouse. In addition, he offers upgrades to the amount of ammo the player can carry, crates allowing weapons to be put in storage and retrieved at safe houses, and per-weapon upgrades which increase a weapon's accuracy or decrease jam rate; these are explained to be "technical manuals" the player character simply has to buy to gain all knowledge from.
Secondary Weapons
There are nine secondary weapons available, from the expected sidearms through SMGs, explosives and even a grenade launcher.
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 accommodate 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. Like all the handguns, it has an eight round magazine.
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.
Makarov PB
The Makarov PB, known by its "6P9" GRAU designation, 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. The weapon is called the "Silenced Makarov 6P9" in-game. The only suppressed weapon available in the secondary slot, it can be useful if the player is sure they'll need to be quiet, but is rather situational.
IMI Desert Eagle Mark XIX
Referred to as the "Eagle.50" (with a missing space) on the Arms Dealer's computer, the IMI Desert Eagle Mark XIX 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 the other pistols; in reality, this is only seen on the .44 Desert Eagle. 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 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 rapid rate of fire and 30-round magazine go some way to making up for the terrible accuracy and weak power per shot. Enemy snipers and soldiers with rocket launchers tend to carry one of the two SMGs as their back-up weapon.
IMI Uzi
The Uzi is the second of the two secondary SMGs, and other than durability is better than the Ingram in every way; while it fires more slowly, the result is a much more accurate and controllable weapon. Enemy snipers and rocket launcher troops are likely to carry this in the Southern map, though sometimes they will still have an Ingram. It has a 30-round magazine, much like the Ingram.
Number 4 Mark 1 Flaregun
The Webley & Scott No. 4 Mk. I single-shot signal flare gun can be used by the player and is 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. The flaregun doesn't appear to have a jam animation or misfire (or even an idle animation); it's possible that sometimes it misfires and flares fail to ignite, though there may be other causes of this.
IEDs
Far Cry 2's improvised explosive devices 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. They can be placed on the ground or attached to objects by standing close to them; placing one will automatically switch to the detonator, but more can be placed by pressing the aim button to switch back to the explosives.
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
The twelve primary weapons are the mainstay of a player's arsenal, as a rule; assault rifles, sniper rifles and shotguns are found in this slot, as well as an inexplicable grenade launcher.
Heckler & Koch MP5SD3
Without the Fortunes Pack DLC, the Heckler & Koch MP5SD3, 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 and a 30-round magazine go some way to making up for its shortcomings. In a continuation of the caliber-sharing shenanigans of the pistols above, the MP5SD3 shares ammunition with the assault rifles it is classed together with in-game. Its ammo pool is separate from the MAC-10 and Uzi.
"Homeland 37"
A pump-action shotgun named as the "Homeland 37" is one of the cheapest weapons in the game, and one of the first available to buy at the Arms Dealer. It is referred to in the pause menu and on the Arms Dealer's computer as the "Homeland 37," implying it is supposed to be an Ithaca 37 "Homeland Security" version; however, the weapon itself is actually a long-barreled hunting style shotgun with a left-handed ejection port, completely lacking the Ithaca 37's most distinctive feature of the combined loading and ejection port. The "Homeland 37" appears to instead be a frankenshotgun with mixed elements from the Ithaca, the Remington 870, and some variety of auto-shotgun given that the bolt has a visible charging handle attached directly to it and a channel behind the ejection port for that handle to travel. It has a six-round internal magazine, half that of the other two shotguns; coupled with the relatively slow pump-action, this leaves it distinctly inferior to the others.
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 8.
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 a misfeed; the player character will try to deal with this by fiddling with the cocking handle and thumping the opposite side of the receiver until prompted to actually pull the cocking handle by the player. The failure animation has the entire front end of the weapon fall off.
Heckler & Koch G3A4
The Heckler & Koch G3A4 (which in-game is incorrectly called the G3KA4, the carbine version of the 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. Like all the assault rifles, it holds 30 rounds per magazine (even though it's using 20 round magazines), and oddly, it is much weaker than FAL even though they use the exact same round. 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.
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 a compensator, and therefore is not an AKM. The game also features a number of hidden "gold" AK-47s, which are identical to the normal AK-47s save a gold retexture on metal parts and removed stocks; these are much more durable than regular AKs. It's possible these weapons are a reference to the custom gold AK from the movie Lord of War. The gun model itself is quite off from the real thing; it has the rectangular depression of a milled AK-47, but the metal stampings of an AKM.
FN FAL
The FN FAL is called the "FAL Paratrooper" by the Arms Dealer's computer and the in-game menus; this is odd, since it is shown with a fixed stock, not the folding stock of the Paratrooper variant. It 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. A reliable and accurate rifle, it is a solid choice for general use. It also somehow holds 30 rounds in a 20 round magazine...
"AR-16"
The "AR-16" is a fictionalized AR-15 rifle with some dubious design cues from different real world variants. While the name refers to the 7.62x51mm forerunner of the AR-18 rifle, the in-game weapon is clearly a 5.56 AR-15 rifle. The name is likely just a simple fusion of "AR-15" and "M16".
The rifle's receiver resembles Bushmaster Carbon 15-pattern receiver, with three gaps in the raised upper rail instead of two. The dust-coverless ejection port has been moved to the left side, though its brass deflector is omitted and instead a normal AR forward assist that the Carbon 15 normally lacks is present on the left side. The weapon has a mounted Truglo 1x30 Green Dot Sight, with a jungle pattern camouflage forearm and stock. Ahead of this is an FN FAL-style carrying handle and a SIG SG 551 handguard and front sight. The only part similar to the real AR-16 is the forend with two side rows of holes on the top (although the overall shape is still closer to the AR-18).
The AR-16 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.
Springfield M1903A4
The M1903A4 Springfield 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 having the user load rounds one by one into the breech as the real M1903A4 requires, and has a five-round capacity; it also incorrectly features the bolt and receiver of a Remington Model 700, for whatever reason. The reload also has player character insert the stripper clip into the rifle, which is preceded by them removing a completely full stripper clip from the underside of the action as if it is an empty magazine. The scope has 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; like all jam animations, this triggers 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 and has a ten-round magazine to the Springfield's five, while the difference in damage is negligible; it is less reliable, but not nearly as much so as the AS50. 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 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 open-front flash suppressor like an early M16.
Accuracy International AS-50
The Accuracy International AS50 is a British-made anti-materiel rifle chambered for .50 BMG, and has a five-round magazine like the Springfield; it is a semi-auto, with the rate of fire falling about halfway between that of the Springfield and SVD. It is 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.
Milkor MGL Mk 1L
Perhaps the strangest weapon in the primary slot, 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. It is a devastating weapon in certain situations, but the MGL isn't something the player can use as a mainstay of their weapon setup due to the low ammo limit, frequent reloads and unsuitability for short-ranged combat. It does, however, make Far Cry 2 probably the only game in history where the player has three weapon slots and they can all be grenade launchers. The jam animation has the cylinder emit a metallic shriek and fail to rotate properly; the player character flips the weapon upside-down and tries to force it. The failure animation has the weapon, um, split completely in half.
Special Weapons
The seven special weapons are for the most part heavy weapons; rocket launchers, machine guns and so on, with the sole exception being a CO2-powered dart gun.
"Tranquilizer Rifle"
The "Tranquilizer Rifle" is a version of the Remington 700, most closely resembling an M40; it has additional components from the Pneu-Dart Model 389 tranquilizer gun, a single-shot dartgun powered by .22 "primer load" rounds in a detachable magazine. It has the gas regulator tube of the latter weapon, but the barrel is at the same level it would be on a normal rifle. Its icon on the Arms Dealer's computer shows a normal Model 389, indicating that this is what it's supposed to be. The in-game weapon is a CO2-powered single shot dart gun, fitted with a sight which appears to be based on the Bushnell-manufactured scopes used on Dan-Inject JM Standard tranquilizer guns; 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 PKM is the first of the game's two machine guns, and the only one available to buy in the North; the model in Far Cry 2 has the newer flash hider. It feeds from the left and has an ejection port on the right; this is a reversal of the normal configuration of the weapon, which in real life actually does eject spent casings to the left. As in a lot of video games, the recoil of the PKM is exaggerated when standing, to the point the weapon is uncontrollable; with both machine guns, without the accuracy upgrade the muzzle climb is so extreme the player can end up firing straight up if they don't try to fight it. In reality, the PKM's slow rate of fire (roughly 600 RPM) allows for controlled full auto shooting even when firing from the shoulder. Like the SAW, the PKM uses a 100-round belt.
FN M249 SAW
The M249 SAW is seen in both man portable and emplaced versions. While handheld the M249 will never overheat no matter how long it's fired for, but has incredible muzzle climb and limited ammunition. In this configuration it uses a 100-round belt box which appears to be made of metal. 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-7
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 rocket goes a lot faster than it does in the game, usually at around 295 metres 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.
Carl Gustav
The Carl Gustav recoilless rifle is a Swedish-made 84mm launcher produced by Saab-Bofors; in real life it is 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 missile can also be manually detonated if the player presses fire again while it is in flight; normally, this will just start the empty launcher's reload animation, but if a missile is in the air it will detonate as the animation starts. The "jam" animation is a misfire similar to that of the RPG-7; the guidance seems to fail just after launch; the smoke trail turns black, and the missile veers sharply off-course, detonating on impact. The failure animation has the hinged rear venturi tube break off, after which the player character throws the weapon away.
Norinco Type 63
The Norinco Type 63 60mm light mortar 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. It is shown as projecting a stream of whatever duration the player desires, which the real weapon cannot do: the LPO-50 is a cartridge-compressed design which uses an explosive pressurising cartridge to fire the entire contents of one tank at a time, resulting in it having three 2-3 second "shots." The Far Cry 2 version, having only one tank, should only really be able to fire one shot. It also has a constant small burn at the muzzle as if it has a pilot light: the three things at the muzzle are actually pyrotechnic charges, and only burn while a tank is actually being fired.
The weapon has no reload animation, being loaded automatically with all the fuel the player is carrying, and uses the fuel gauge for an ammo counter. 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
M249 SAW
The SAW behaves rather differently when mounted; it has no muzzle climb, cannot fail or jam, and has infinite ammunition, as do both the other mounted weapons. The mounted SAW is fitted with spade grips, presumably to explain why the player isn't able to pick it up and carry it away. It is secured to whatever mounting it is using 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. Rather than using a heat indicator, during protracted firing smoke will escape from the SAW; 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. A bizarre note of interest is that the mounted SAW's ammo box (meant for belts of 5.56mm) is reused for the .50 cal M2 HMG and 40mm MK 19 grenade launcher without any change in size or writing.
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, but is incredibly damaging, easily able to kill any enemy and deal lethal damage to an unwary player with a handful of shots. The M2 overheats much more readily than the SAW, but still not as rapidly as the Mk. 19. The final buddy mission in the North will cause all trucks at safe houses to spawn with M2s instead of the usual SAWs, but they are not seen on enemy vehicles until the Southern map.
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 on tripods and monopods 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 12 Gauge Double Barreled Shotgun with decorative engraving, this is used in the secondary 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; in the jam animation, the shells somehow end up shoved right inside the barrels, leaving the player character struggling to free them. Also, it is worth noting that even though the shotgun fires two shots, the game only subtracts one shell from a player's ammo reserves.
Suppressed Shotgun
Most closely resembling a Mossberg 500, this is referred to in promotional materials as the "Silenced Shotgun." It is the fourth shotgun in 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. Like the Ithaca, it is pump-action and has a six-round tube magazine; it also recycles the Ithaca's jam animation, including pumping the forend an extra time at the start of the jam animation just so it can actually happen. This weapon may be a homage to the suppressed shotgun used in the movie No Country for Old Men.
Crossbow
A low-durability 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, and uses exploding arrows; as with the RPG-7's rockets, these can deflect off surfaces, though attaching the label "realistic" to this behaviour might be a little dishonest.
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.
M16
Another magazine which appears to be in Japanese shows a number of illustrations of M16-series rifles, specifically captioning one as an M16A3. Some posters and crates also depict M16-series weapons, though without identifying them.
Some of the closeups seem to show motors in the pistol grip and battery capacities in mAh, which along with the language suggests the texture is taken from a Japanese airsoft magazine.
Single Action Army
A pair of images of Single Action Armies appears on the label of the Molotov bottle; only one can be fully seen due to damage.
Yakushev-Borzov Yak-B
In the Southern map, the wreckage of a crashed Hind-D gunship can be found in the area "Crash Site" and is part of one optional mission; only the nose, one wing and the tail remain, and while the barrels are missing, the mounting of the Hind's Yakushev-Borzov Yak-B 12.7x108mm Gatling gun is still present and intact.
Trivia note: fake widescreen
Like many games, Far Cry 2 defaults to a fake widescreen mode which cuts the top and bottom off a 4:3 aspect ratio image rather than actually increasing the field of view horizontally. This has been fixed in the PC version, which has a selectable "widescreen" option; this is because players with multiple monitors were dealing with an image so vertically compressed they couldn't see anything. However, in the console versions it has never been fixed. All screenshots in this article were taken in "fake" widescreen mode as it is the most common, but a demonstration of the difference is below.