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Difference between revisions of "Far Cry 5"

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As before, ammunition is determined by weapon subtypes, not necessarily by what the weapon would actually fire, so the 5.56mm AR-C shares ammunition with the 7.62x39mm AKM and 7.62x51mm SOCOM 16. There is some crossover between types, however: for example, the "AR-CL" (classified as a sniper rifle) still uses rifle ammo.
 
As before, ammunition is determined by weapon subtypes, not necessarily by what the weapon would actually fire, so the 5.56mm AR-C shares ammunition with the 7.62x39mm AKM and 7.62x51mm SOCOM 16. There is some crossover between types, however: for example, the "AR-CL" (classified as a sniper rifle) still uses rifle ammo.
  
Weapons are gained from stores, and can be acquired in one of two ways; either bought with currency, or unlocked by picking them up from enemies. Store purchases are locked based on a level system tied to how much progress the rebels have made in the three main areas of the campaign. Unlike in prior games, only finding weapons in the game world will unlock them for free: gaining the relevant level simply allows a weapon to be bought.
+
Weapons are gained from stores, and can be acquired in one of two ways; either bought with currency, or unlocked by picking them up from enemies. Store purchases are locked based on a level system tied to how much progress the rebels have made in the three main areas of the campaign, which is increased by completing side-missions and story objectives. Unlike in prior games, only finding weapons in the game world will unlock them for free (aside from preorder bonuses and the MP5K unlocked via uPlay): gaining the relevant level simply allows a weapon to be bought.
  
 
Once a weapon is purchased or unlocked, it can be equipped an unlimited number of times for no further fee. Guns in the game have up to three accessory points, but these are now simplified: at most a gun can mount an extended magazine (which generally does not alter the weapon model), a scope, and a suppressor. There is no arbitrary limit to how many of these slots can be filled. As before, accessories must be purchased for individual weapons and cannot be transferred between them. Weapons now also have selectable fire modes, and can fire multiple types of ammunition.
 
Once a weapon is purchased or unlocked, it can be equipped an unlimited number of times for no further fee. Guns in the game have up to three accessory points, but these are now simplified: at most a gun can mount an extended magazine (which generally does not alter the weapon model), a scope, and a suppressor. There is no arbitrary limit to how many of these slots can be filled. As before, accessories must be purchased for individual weapons and cannot be transferred between them. Weapons now also have selectable fire modes, and can fire multiple types of ammunition.

Revision as of 03:16, 28 March 2018

ITLOFFiringPistol.jpg

Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Far Cry 5 for current discussions. Content is subject to change.


Far Cry 5
FarCry5 Teaser Poster.jpg
Teaser Poster
Release Date: March 27, 2018
Developer: Ubisoft
Publisher: Ubisoft
Series: Far Cry
Platforms: PS4
Xbox One
PC
Genre: First-person shooter


Far Cry 5 is the fifth main installment in the Far Cry series, released on March 27th 2018. Like the previous two numbered Far Cry games, the plot is not directly connected to previous entries in the series but the game is supposed to take place in the same world, with side-characters such as Willis Huntley returning for side-missions.

Far Cry 5 sees the player take control of an unnamed sheriff's deputy (only ever called "deputy" or "rookie") in the fictional county of Hope, Montana, in the United States. There, the deputy finds him or herself in conflict with Eden's Gate, a militarized doomsday cult led by radical preacher Joseph Seed and his immediate family. Unlike all of the series' games but Far Cry 2, the protagonist in 5 is silent and customizable.

The game heavily expands on features introduced in previous games - most notably, armed airplanes and helicopters are now available for the player. The player character may once again carry up to four firearms: as in Far Cry 4, one of these must be from the game's "sidearm" class of weapons. However, a fifth slot is added for melee weapons, now part of their own category and usable for more than just button attacks, and an entire sub-menu is added for tools such as the repair tool and the new fishing rod.

It has been announced that the season pass content will be at least three additional storylines which are more or less whole other games: one will take place during a zombie outbreak, a second during the Vietnam War, and third will have the player character fighting alien arachnids on Mars. It can be assumed that at least the latter two will have new sets of weapons associated with them.


The following weapons appear in the video game Far Cry 5:


Overview

Far Cry 5 substantially alters the systems of previous games, with some improvements and some rather strange omissions. The player character starts off able to carry two weapons: one slot is fixed to a "sidearm" that can be used in vehicles, while the other can be any weapon the player desires. The two additional slots are unlocked via a perk system (as the system of crafting inventory-expanding items from animal skins has been completely removed), with points in this system gained by completing in-game challenges to do a thing a certain number of times, or by finding survivalist manuals that are worth one perk point each. The inventory also has multiple slots for throwing equipment each of which has several options: the arsenal includes molotovs, dynamite, remote and proximity C4 charges, fragmentation grenades, smoke grenades and throwing knives. All of these are assigned to a single generic "throw" button, so some fiddling around can be necessary to locate the right one. Some of these weapons can be crafted from items found in the game world, while others can only be picked up.

As before, ammunition is determined by weapon subtypes, not necessarily by what the weapon would actually fire, so the 5.56mm AR-C shares ammunition with the 7.62x39mm AKM and 7.62x51mm SOCOM 16. There is some crossover between types, however: for example, the "AR-CL" (classified as a sniper rifle) still uses rifle ammo.

Weapons are gained from stores, and can be acquired in one of two ways; either bought with currency, or unlocked by picking them up from enemies. Store purchases are locked based on a level system tied to how much progress the rebels have made in the three main areas of the campaign, which is increased by completing side-missions and story objectives. Unlike in prior games, only finding weapons in the game world will unlock them for free (aside from preorder bonuses and the MP5K unlocked via uPlay): gaining the relevant level simply allows a weapon to be bought.

Once a weapon is purchased or unlocked, it can be equipped an unlimited number of times for no further fee. Guns in the game have up to three accessory points, but these are now simplified: at most a gun can mount an extended magazine (which generally does not alter the weapon model), a scope, and a suppressor. There is no arbitrary limit to how many of these slots can be filled. As before, accessories must be purchased for individual weapons and cannot be transferred between them. Weapons now also have selectable fire modes, and can fire multiple types of ammunition.

The "Signature" weapon category no longer goes by that name, instead being called "prestige" weapons. These guns are bought at the store, some after satisfying specific conditions. Unlike prior games, they do not have fixed modifications, only their color scheme being locked. These weapons (and similar "prestige" vehicles) can also be unlocked using a second currency, "silver bars," which can be found in small quantities after liberating enemy bases, or purchased in bulk using real money from the online store. However, there is nothing in the game that can only be acquired using silver bars.

Pistols

Beretta 92FS

The Beretta 92FS appears in the perk menu and in the game files as the "M9." Its appearance in game is as of yet unconfirmed.

Beretta 92FS - 9x19mm

Luger P08

The Luger P08 appeared in pre-release media and in the game files as the "Luger." Its appearance in game is as of yet unconfirmed.

Luger P08 - 9x19mm

SIG-Sauer P226R

The SIG-Sauer P226R appears in game as the "P226".

SIG-Sauer P226R (Two-Tone) - 9x19mm
A very patriotic two-tone P226 seen in the store, though its description acknowledges how antithetical the weapon itself is to its paint scheme.
The deputy witnesses explosive carnage while holding a heavily customized and suppressed P226

Smith & Wesson Model 629

The Smith & Wesson Model 629 returns as the ".44 Magnum", and a large number of different models with the same statistics are present. The base variant appears to be a standard 629, but other variations that make it appear like the Model 629 "Performance Center", Model 629 "Stealth Hunter" (as it was in Far Cry 3/4), and even a snub-nosed original Model 29 can be unlocked by achieving higher levels of Resistance.

Smith & Wesson Model 629 - .44 Magnum
The deputy trains his Model 629 on a bull, but seems more content in allowing his dog Boomer to fight the animal rather than engage it himself.

Smith & Wesson SW1911

An M1911A1-style pistol, mostly modeled after the Smith & Wesson SW1911, appears as the "1911". Though Far Cry 3 and Far Cry 4 also used the "1911" name, they instead featured the Kimber Warrior. The base variant is relatively uncustomized, but extensive modification is available. By default, it is equipped with an 8-round magazine.

The 1911 is likely the first weapon the player will acquire, and is the favored sidearm of both generic allied resistance members and hostile cultists. The 1911 also appears to be the standard sidearm of the Hope County Sheriff's Department being carried by all of its officers, and one is also (inaccurately) carried by the U.S. Marshal in the first segment of the game (the United States Marshals Service issues Glock handguns in .40 S&W - no M1911 variants are authorized as service weapons.)

Smith & Wesson SW1911 - .45 ACP
A pre-release render of Far Cry 5's "1911", with a scope mount (though no scope) attached.
The 1911 in the store, seen here without a railed frame, thus confirming that both the rail frame and scope rail are separate attachments.
A custom variant seen in the store with a very patriotic two-tone gold and black color scheme and a compensator, referred to as the "1911 Extended 'Golden Aerie'". The two latter terms probably refer to the weapon's attachments and paint scheme, and do not indicate that it is a "Signature" variant as seen in previous games.
The deputy holds the 1911 in its base form.
The deputy then aims down the 1911's iron sights. It is noteworthy that he was actually parachuting while this screenshot was taken, meaning the deputy is somehow able to accurately aim a handgun with two-hands while parachuting, or so the demo footage would say.
A 1911 fitted with a suppressor resembling a SilencerCo Osprey.

Submachine Guns

CZ Skorpion Vz.61

The Sa. Vz.61 Skorpion returns in Far Cry 5 as the "Skorpion." Like the MAC-10, it is part of the "sidearm" class of weapons, allowing it to be fired while the deputy is driving a vehicle or on a zipline. The model appears to be taken from Ghost Recon: Wildlands.

CZ Vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP
A custom-skinned Skorpion seen in the store. As is consistent with many weapons in the game, it has a patriotic flair to its skin, despite being a Czechoslovakian weapon.

Heckler & Koch MP5A3

The same Heckler & Koch MP5A3 from Far Cry 3 & 4 with the unusual vented handguard reappears in Far Cry 5. This time, the weird rear sight appears to have been replaced with the normal diopter rear sight.

Heckler & Koch MP5A3 - 9x19mm

Heckler & Koch MP5K

The Heckler & Koch MP5K appears as the "MP5k". It is one of the "Club Rewards" for using Ubisoft's uPlay service, and costs 20 points to unlock. Oddly, it still counts as a full-size weapon and cannot be equipped to the sidearm slot.

Heckler & Koch MP5K - 9x19mm

Heckler & Koch MP5SD3

Rounding out the MP5 family, the Heckler & Koch MP5SD is also available in the submachine gun arsenal.

Heckler & Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm

Ingram MAC-10

The MAC-10 returns from Far Cry 2, under the "SMG-11" moniker that it has in several other recent Ubisoft titles (in initial Far Cry 5 demos, however, it was called the "M11A1", clearly attempting to distinguish it as a MAC-11, which it is not.) Markings on the MAC-10 indicate it is the 9x19mm variant, and in-game it has a 32 round magazine that accurately reflects that fact.

Ingram MAC-10.jpg
The SMG-11 in the store, without its front strap. The display on the left also proves that its icon, originally thought to be a Cobray M11/9, is in fact just an image of the same MAC-10 stretched horizontally and rendered in a vector format.
The deputy fires his MAC-10 (clearly in 9mm caliber as evidenced by the text seen behind the receiver) at some cultists from the cabin of the May Family Widowmaker, a big rig that suspiciously resembles Optimus Prime. Meanwhile, a bobblehead of Vaas, Far Cry 3's principal antagonist, stares menacingly at the machine pistol.
The MAC-10 is seen again, this time heavily customized with a suppressor, custom rail mount (of a type usually seen on Airsoft guns rather than real ones), and a red-dot sight. Note the 32 round capacity, which is correct for a 9x19mm MAC-10.

Intratec TEC-9

Returning from Far Cry 4, the Intratec TEC-9 again reappears as the "A-99." As with the Vz. 61 and the MAC-10, it is classified as a sidearm alongside the handguns, which allows it to be used from a vehicle or while zip-lining.

Intratec TEC-9 - 9x19mm


MP40

The MP40 is also set to appear - like most of the game's weapons, it has extensive customization options available, including (rather strangely) the addition of a MIL-STD-1913 rail and modernized optics. A rather unusual weapon for the Montana setting, where an American M3 "Grease Gun" or Thompson would make more sense; it is nonetheless more plausible than the appearance of the MG42, Steyr MP34, or Mauser M712 Schnellfeuer in Kyrat.

MP40 - 9x19mm
Render of Far Cry 5's MP40. Note the extremely out of place aftermarket rail, which seemingly confirms the Far Cry team's love of "modernizing" old German weapons (like the MG42 and Steyr MP34 in Far Cry 4.)

TDI Vector

The TDI Vector returns from the previous installments as the "Vector .45 ACP 'classic'"

TDI Vector - .45 ACP

Assault & Battle Rifles

"AR-C"

A seemingly fictional rifle known as the "AR-C" is available. It appears to be the standard weapon for most enemies and allies. While the name would imply it is supposed to be a Remington ACR and it does have several features in common with that rifle, it includes a number of features more commonly associate with AR15-pattern rifles such as an AR bolt release paddle, and the delineation between upper and lower is clearly more inspired by the AR. The weapon has semi, auto, and burst fire available. The weapon has one of the largest attachment pools in the game.

Render of Far Cry 5's "AR-C".
The deputy takes cover under fire, giving him a decent view of his AR-C's left side.
He later takes aim directly down the weapons flip-up irons, though being on a radio tower, wonders if an optic would've been more effective. He's also very thankful he won't need to disconnect a cell jammer this time around.

AKM

The AKM replaces the strange AK-103 rifle seen in the previous two installments. The default AKM appears under the usual "AK-47" moniker, while a tactical version appears as the "AK-M", taking the "modernized" factor (M in 'AKM') to a whole new level. Two additional variants with shortened barrels appear as the "AK-MS" though these do not have an underfolding stock.

AKM - 7.62x39mm
AKMS with shortened barrel, similar to the short-barrel versions seen in the game - 7.62x39mm
Small preview of the "AK-M" in the store.

Marlin Model 1895

A fictional lever-action rifle, somewhat based on the Marlin Model 1895, is set to appear in Far Cry 5.

Marlin Model 1895 Carbine - .45-70
The Marlin 1895 seen in the store.

Springfield Armory M1A

The "MS16" returns from the last two games, though this time the vanilla version is the Springfield Armory M1A.

Springfield Armory M1A - 7.62x51mm (.308 Winchester)

Springfield Armory SOCOM 16

The "MS16 Trooper" is the same SOCOM 16 model from the previous games.

M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)

Shotguns

Baikal MP-133

The Baikal MP-133 returns as the "M133", the principal pump-action shotgun in Far Cry 5. While MP-133s can still be found in the US, they are far less common than the Remington 870, of which they are a direct copy, making it somewhat strange. There is a standard length variant with wood furniture, a version with a black pistol grip and pump handle, and a shorty variant.

Baikal MP-133 - 12 Gauge
The deputy holds his recently acquired MP-133, having claimed it from a dead cultist who no longer had a need for it.

Double Barrel Shotgun

A Double Barrel Shotgun is among Far Cry 5's new shotguns, with both a full-sized and sawed-off variant available, appearing as the "SBS" and "D2" respectively (the "D2" name returning from Far Cry 4.)

1960s Era Commercial Stevens hammerless side by side shotgun - 12 gauge
The "SBS" seen in the store.

Sawed-Off Double Barrel Shotgun

A Sawed-Off Double Barrel Shotgun, like the one that appeared in Far Cry 4, is available again as the "D2". This time around, it's an actual shotgun and not a cut-down .700 Nitro elephant rifle. It also appears to have been manufactured as is (evidenced by its full set of ironsights and standard rather than cut down pistol grip.) Thus, it is actually just a short double-barrel shotgun with a pistol grip rather than a true "sawed-off."

Remington Spartan Sawed-off Shotgun - 12 Gauge
Render of Far Cry 5's sawed-off "D2", showcasing the fact that it's an actual shotgun this time.

Franchi SPAS-12

The Franchi SPAS-12 returns from the previous two installments, this time a full-length variant, though it still has no stock.

Franchi SPAS-12 combat shotgun with stock removed – 12 gauge
A custom variant of the SPAS-12 in the store.

Sniper Rifles

"AR-CL"

A longer-barrel DMR version of the AR-C, known as the AR-CL, is classified in-game as a sniper rifle, and is semi-auto only unlike its select-fire parent. Like the base gun, it has several different attachments available.

The AR-CL seen in the store.
A customized AR-CL with a suppressor.

CZ550

A rifle mostly based on the CZ 550, specifically the Magnum variant, appears as the "308 Carbine." It has a significantly shorter barrel than it should for a proper CZ 550. Additionally, the CZ 550 Magnum specifically was never produced in .308 Winchester (other CZ 550 models were, but have a considerably different appearance than Far Cry 5's rendition.)

CZ 550 Magnum - .375 H&H Magnum
The CZ with a custom paint scheme as seen in the store.

Desert Tactical HTI

The Desert Tactical Hard Target Interdiction (HTI) appears as the "MBP .50"

Desert Tech Hard Target Interdiction - .50 BMG
Render of Far Cry 5's "MBP .50"
The MBP .50 seen in the store.

Gepard GM6 Lynx

The Gepard GM6 Lynx returns from Far Cry 4 as the "SA-50."

Gepard GM6 Lynx - .50 BMG

Machine Guns

M249 SAW

The M249 SAW in paratrooper configuration is among Far Cry 5's new light machine guns, apparently replacing the weird FN Minimi variant "MKG" from previous titles.

M249 SAW Paratrooper - 5.56x45mm NATO
Examining the death and destruction just released by the M249.

M60E4

The M60E4 appears as a new machine gun. Cultist heavy gunners now use it instead of the customized PKM from previous games. A strange modified variant of the M60E4 also appears mounted on some vehicles.

M60E4 - 7.62x51mm NATO
The deputy clears a house with his M60E4, not realizing how less-than-ideal a general purpose machine gun is for such a task.
Aiming down the sights of the M60E4.

Launchers

Airtronic RPG-7

The Airtronic RPG-7 appears in Far Cry 5, taking over the role of the regular RPG-7 from previous games. The Airtronic RPG is actually appropriate for the setting, and arguably more so than even the original Soviet variant, as it is an American-produced weapon. It was likely also shifted to take advantage of the new customization system, as the Airtronic RPG is a rather modular platform.

Airtronic RPG-7 - 40mm
A member of the Hope County resistance prepares to fire his Airtronic RPG-7 in a pre-release teaser.
A resistance member works on a pickup with his Airtronic RPG-7 casually slung over his back. Even in the United States, this is an unusual sight.

Carl Gustav M4

First seen in "The Resistance" trailer, a rocket launcher that closely resembles the Carl Gustav M4 (M3E1 in current US trials) appears to be another heavy weapon available in the game. The Carl Gustav was previously featured in Far Cry 2 and as a weapon icon in the fourth game.

Carl Gustav M4 - 84x246mm R

LPO-50 Flamethrower

The artistically licensed LPO-50 flamethrower from Far Cry 3 and 4 returns in the fifth installment, totally identical to its predecessors both in model and in gameplay performance.

LPO-50 flamethrower
The deputy missed his barbecue and decided to roast some cultists for dinner instead.

M79 Grenade Launcher

The M79 returns from Far Cry 2 and Far Cry 4 with its stock sawed-off, but barrel fully intact. Additionally, it retains the mystical machinery that allows its front sight to magically flip up on its own whenever the user aims down its sights. Like its previous iteration, the game classifies it as a sidearm, thus allowing it to be fired one-handed from a vehicle or zip line.

M79 - 40x46mm
The deputy holds his M79, paying little mind to the fact that a fellow resistance member stands directly in front of him.
He later finds his M79 incredibly useful while simultaneously fighting and ziplining, bolstered by its magical pop-up front sight.

Explosives

M26 Hand Grenade

The M26 Hand Grenade once again appears as Far Cry 5's fragmentation grenade of choice, and retains the egg-timer ticking sound heard when thrown in the previous two games.

M26 High-Explosive Fragmentation hand grenade
The M26 as it appears in Far Cry 5.

Dynamite

Sticks of Dynamite are available as thrown explosives, thrown in the same manner as grenades. Dynamite has a longer fuse than grenades, but also creates a much larger explosion, and is especially effective at destroying vehicles.

Far Cry 5's Dynamite.

Mounted Weapons

Browning M2HB

Returning from Far Cry 2 and replacing the DShK from Far Cry 3 and 4, the Browning M2HB appears as the game's standard heavy machine gun, mounted on both cultist technicals and in static positions.

Browning M2HB - .50 BMG
The deputy liberates Fall's End from cultists with the help of a .50 BMG heavy machine gun. It's a shame he couldn't also liberate this screenshot from its terrible resolution.

Browning M2 Aircraft

Nick Rye's "Rye and Sons Hydroplane" is shown armed with two Browning M2 Aircraft machine guns alongside unguided bombs and rockets. These M2s are oddly in the "flexible" configuration - one intended to be manned directly by support gunners inside aircraft and thus able to rotate, despite Rye's plane using them as wing-mounted forward facing machine guns, where the "fixed" configuration M2s would be more appropriate. Of course, because his plane is a custom job, it's likely that the flexible mount variants were simply all that was available.

Browning M2 Aircraft, Flexible - .50 BMG
A Browning M2 Aircraft mounted on Nick Rye's plane. It is clearly not in the standard fixed configuration, but then again, neither is his plane.

Mounted M60E4

The game's handheld M60E4 also exists in a very unusual configuration as a mounted weapon, with spade grips jarringly attached to the back of the stock. Why the cultists chose to do that over using an M60D or simply mounting unmodified M60E4s to their vehicles instead is not confirmed.

M60E4 - 7.62x51mm NATO
The cultist technical seen in this pre-release screenshot has the strange mounted M60E4 variant on it
The abomination of an M60E4 seen mounted on the custom "Death Wish" vehicle.

Other

Desert Eagle

While the Desert Eagle proper does not appear to return as the D-50 (though it is referenced in the game files), the generic icon used for commanding active Guns for Hire faintly resembles a Desert Eagle.

Magnum Research Desert Eagle Mark I - .357 Magnum


Cover Weapons

The game's extended cover artwork features a large number of weapons, some of which are taken directly from the game and others which are different in game or simply do not appear at all.

The left half of the extended cover (too large to post on IMFDb.) The game's Sawed-off Double Barrel Shotgun ("D2"), Smith & Wesson Model 629 (".44 Magnum"), and "AR-C" are depicted. Additionally, a regular Colt M1911A1, Mossberg 590 with extended magazine tube, M4A1 sans flash hider, SIG-Sauer MPX, and several Mk 2 Hand Grenades are shown.
The right half of the cover. Again seen are several "AR-C"s, Mk 2 Hand Grenades, a Mossberg 590, and an M4A1. Unique to this half of the cover are the two RPG-7s, a SA Vz.61 Skorpion, Beretta 92SB, what looks like a Mossberg 590 Cruiser, and an unidentified rifle mostly out of the shot on the far right.

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