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Difference between revisions of "Far Cry 3"

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== Makarov PB ==
 
== Makarov PB ==
  
The [[Makarov PM#Makarov PB|Makarov PB]] appears as "6P9", its Soviet Army designation, in the game. Strangely it does not come with the front of its integral suppressor by default, and if a suppressor is equipped it will use the generic suppressor model instead of the correct one for the PB.
+
The [[Makarov PM#Makarov PB|Makarov PB]] appears as "6P9", its Soviet Army designation, in the game. Strangely it does not come with the front of its integral suppressor by default, and if a suppressor is equipped it will use the generic suppressor model instead of the correct one for the PB. It is a rare sight in the game; the boyfriend in the mission "Juliet" has one, and in a hallucination Jason can be seen holding one to his own head.
  
 
[[Image:Pb-1.jpg|thumb|none|400px|Makarov PB with integral suppressor - 9x18mm Makarov]]
 
[[Image:Pb-1.jpg|thumb|none|400px|Makarov PB with integral suppressor - 9x18mm Makarov]]

Revision as of 15:37, 3 December 2012

ITLOFFiringPistol.jpg

Work In Progress

This article is still under construction. It may contain factual errors. See Talk:Far Cry 3 for current discussions. Content is subject to change.

Far Cry 3 (2012). Earlier versions of this box art showed Vaas' Glock with slanted cocking serrations and, bizarrely, a cocked hammer.

Far Cry 3 is the 2012 sequel to Far Cry 2, developed and published by Ubisoft for the Xbox 360, Playstation 3 and PC, using an updated form of the proprietary "Dunia" engine from its predecessor. As with the previous game, it is a sequel in name only and has no real connection to the previous game, instead taking place on a fictional Pacific archipelago collectively known as Rook Island. The player takes the role of Jason Brody, a rich young American thrill-seeker who finds himself in mortal danger after he and his friends are abducted by a band of ruthless pirates under the deranged command of Vaas Montenegro. After escaping Vaas' camp, Jason finds himself involved in an ongoing war between Vaas' pirates and the native Rakyat people, and is tested to the limit as he attempts to free his friends and escape the island.

The following weapons appear in the video game Far Cry 3:


Overview

Far Cry 3 uses an unusually complex system for handling weapons, with RPG elements such as crafting and experience. By default the player character, Jason Brody, has one weapon slot which he can equip any weapon in; further slots, along with additional carrying capacity for ammunition, are gained by hunting local animals and using their skins to make bandoliers, pouches and belts in the game's Crafting menu. In this way he can ultimately equip up to four weapons at once. Unlike the previous game these can be any four weapons, with no present classes for the slots.

Weapons are gained from stores, and can be acquired in one of three ways; either bought with currency, unlocked by picking them up from enemies, or unlocked by deactivating scramblers on the radio towers scattered across the two islands. Once a weapon is purchased or unlocked, it can be equipped an unlimited number of times for no further fee. Guns no longer degrade, jam or explode as they did in Far Cry 2, so weapons only need to be re-acquired if the player wants to alter their loadout. Accessories and paint schemes for weapons can also be bought, and unlike weapons there is no way to get these for free; they must be bought for each weapon and are not interchangeable between them, and each weapon has a set number of upgrades which can be applied to it at the same time. Any weapon with an "extended magazine" upgrade will not change visually to indicate its presence.

In addition to regular weapons, special "Signature" weapons with unique paint schemes, attachment combinations and bonuses can be made available for purchase by completing various prerequisites; these are always better than the basic weapon they are modifications of.

Jason can also carry supplies of mines, C4 packs, hand grenades and molotovs. The former are treated as the fifth and sixth weapon slots, while the latter are thrown with a hotkey with a key to switch between them.

Jason starts out with minimal abilities, but can gain more using an experience point system based on a mystical tribal tattoo, the "Tatau," on his left arm. These include general boosts like extra health slots, but also combat-based abilities such as the ability to cook grenades, reload while running, use one-handed weapons on ziplines, and so on.

Handguns

IMI Desert Eagle Mark XIX

The Desert Eagle Mark XIX, called the "D50," is the last handgun unlocked, and the most powerful. Predictably, it cannot use a suppressor. The custom colours for the Desert Eagle allow it to have a black, chrome or two-tone finish, as well as the standard selection of camo patterns.

Desert Eagle Mark XIX - .50AE

Kimber Warrior

A Kimber Warrior, simply called the "1911," is the first weapon encountered in the game; it is bought after Jason escapes from Vaas' camp with money given by Dennis Rogers, in order to introduce the shop system. It is a very common pistol, especially in the hands of NPCs; both Dennis and Vaas are frequently shown with it, and Jason will pull one from an enemy's holster when using the Gunslinger Takedown ability.

Despite the game saying it can mount a suppressor, it actually has no accessories; however, the Signature version, "Shadow," has a suppressor, extended magazine and open reflex sight.

Kimber Warrior - .45 ACP
Per the grand traditions of the previous game, Jason Brody's first reflex on arriving in a tropical paradise is to accidentally set fire to it.
Jason empty-reloads his Kimber Warrior, impressing one of Vaas' henchmen with his reloading technique and his being-shot technique at the same time.

Makarov PB

The Makarov PB appears as "6P9", its Soviet Army designation, in the game. Strangely it does not come with the front of its integral suppressor by default, and if a suppressor is equipped it will use the generic suppressor model instead of the correct one for the PB. It is a rare sight in the game; the boyfriend in the mission "Juliet" has one, and in a hallucination Jason can be seen holding one to his own head.

Makarov PB with integral suppressor - 9x18mm Makarov
6P9andMKG.jpg

Smith & Wesson Model 629

The ".44 Magnum" is a Smith & Wesson Model 629 resembling a Performance Center "Stealth Hunter." By default it has a 4-inch barrel, but can be upgraded; the barrel length upgrade replaces the option to mount a suppressor. The unlockable Signature "Cannon" pistol, a reward for using the uPlay service, has a 6-inch barrel, a tube reflex optic and enhanced damage.

Smith & Wesson Model 629 Stealth Hunter - .44 Magnum‎

Type 10 Flare Gun

A rare Japanese Type 10 flare gun is available from the start, but can only be used in multiplayer with one of the pre-order bonus packs. Type 10s are used by enemies to summon reinforcements, but cannot be picked up from them as they only drop their normal weapons when killed. In Jason's hands, the Type 10 can be used to start fires or distract enemies. It has a gold finish and no custom options.

File:Type10.jpg
Japanese Type 10 flare gun - 35mm

Submachine Guns

Agram 2000

The Agram 2000 is called the "A2000," and is a middle of the road weapon with no particular advantages or disadvantages. All snipers on both islands carry an Agram 2000 as a backup weapon.

Agram 2000 - 9x19mm

Heckler & Koch MP5N

The MP5N is known as the "MP5" in the game.

Heckler & Koch MP5N - 9x19mm

Izhmash PP-19 Bizon-2

The "BZ19," an Izhmash PP-19 Bizon, is one of the two SMGs which are held over until the South island is unlocked. The most expensive SMG in the game to make up for its enormous helical magazine, it is able to mount a suppressor, tube reflex sight or one of two open reflex sights. The 64-round magazine shows it is a 9x18mm Makarov version.

PP-19 Bizon-2 with side-folding stock in folded position - 9x18mm Makarov

Skorpion Vz. 61

Appears as "Skorpion".

Vz. 61 Skorpion - .32 ACP

TDI Vector

The TDI Vector is called the "Vector .45 ACP," and is used at the very end of the last mission in the North, but is only available from stores in the South. The Signature version, the "Shredder," is unlocked by locating a set number of relics, and has a suppressor, extended magazine, tube reflex optic and enhanced accuracy and damage.

TDI Vector SMG - .45 ACP

Shotguns

Franchi SPAS-12

Franchi12.jpg

Baikal MP-133

The cheapest shotgun in the game is a Baikal MP-133 called the "M133." It is a custom version with synthetic furniture, a forend from a Remington 870, a vented rib barrel, and an accessory rail mounted atop the receiver. It has an extended 6-round magazine tube and the capacity is 7 rounds; interestingly the empty reload actually shows Jason insert one shell, pump the action and then load the other six, meaning it is correct. The basic model has no customisation options, but the Signature version, the "Bull," comes with a reflex sight and has an extended magazine, though as with all weapons this is not shown on the model.

It is used by shotgun soldiers on both the North and South islands, making it a very common sight, and is one of the weapons commonly given for hunting side-missions.

Baikal MP-133 with extended magazine tube - 12 gauge
Baikal MP-133 in the store menu.

Winchester Model 1887

A Winchester Model 1887, simply called the 1887, is available from the store as soon as it is unlocked. In a rare case of an 1887 in a videogame not being based on the one from Terminator 2, it is shown with a full-length barrel. Unlike the MP-133, the weapon has no extra step of operating the action to explain how it chambers a round when reloading from empty.

Winchester 1887 shotgun - 12 gauge
Winchester Model 1887 in the store menu.

Assault Rifles & Battle Rifles

AK-103

The AK-103 appears in the game, identifiable due to 90 degree gas block, AK-74 type muzzle brake, and use of metal 7.62x39mm AK-47 magazines. It is a common weapon among Vaas' thugs, and is the cheapest assault rifle in the game.

The in-game AK is fitted with an accessory rail on the top of the receiver attached via the mounting bracket on the left side of the lower receiver, an AKM / early AK-74 ribbed reciever cover, wooden AK-74 stock and handguard, and an early AK-47 pistol grip, complete with an earlier, thicker reinforcement plate.

AK-103 - 7.62x39mm
Jason holds an AK-103, having claimed both it and a boat from a man who was so excited to be of help that he had to have a lie down.
File:FarCry3AKFire.jpg
Firing the AK-103 from behind cover, notice there is no finger anywhere near the trigger.
File:FC3AKReload.jpg
Reloading the AK-103. Note the bullet(s) lack textures.

FAMAS G2

The FAMAS G2 is second most expensive assault rifle available on the North island, and one of only two in the game which can mount a suppressor.

FAMAS G2 5.56x45mm with proprietary bipod deployed

Galil ACE 53

The Galil ACE 53 appears as "ACE" in the game.

Galil ACE 53 - 7.62x51mm

Heckler & Koch HK416

The "P416" is an HK416 assault rifle, and is one of the last weapons unlocked. It is encountered during the final chain of missions on the North island, but only unlocks in the store on the South, and is the primary armament of "Privateer" mercenaries on that island. It is not able to mount a suppressor, but like the Galil ACE it can mount an ACOG sight in addition to the other optics.

Heckler & Koch HK416 with 10 inch barrel - 5.56x45mm NATO

SIG SG 552-2

The SIG SG 552-2 is referred to as the "STG-90" and is one of the cheaper assault rifles. It always has a vertical foregrip, and can be equipped with an extended magazine or a red dot sight.

File:SIG SG 553-2.jpg
SIG SG 552-2, version with permanent scope rail - 5.56x45mm
Jason holds a SIG SG 552-2 with a red dot sight as he admires the scenery.
He soon discovers that while reloading is mandatory, bullets are not.

Springfield Armory M1A SOCOM 16

A SOCOM 16 with a left-handed ejection port is available, incorrectly classified as an assault rifle and called the "MS16." By default it has only iron sights, making it a semi-automatic battle rifle, but it can be fitted with a tube reflex sight to make it into a mid-range marksman's rifle. It can also be fitted with a suppressor, extended magazine, or one of two types of open reflex sight.

M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)
Jason holds a SOCOM 16 fitted with a suppressor and tube reflex optic as he realises it is a good idea to stop and let others cross the road. This SOCOM 16 has the wood "paint scheme" applied to it, which actually replaces all the furnishings with wooden equivalents.

Machine Guns

FN Minimi

An extremely bizarre FN Minimi variant is the last machine gun to unlock, called the "MKG." This model appears to be an M249 derivative since it has a STANAG well, but what it does not have is a regular belt feed opening, instead using an odd belt box with a STANAG well adaptor. Instead of a belt feed opening, the MKG has a left-handed charging handle. The rear sight is always shown raised for indirect fire, but the gun shoots straight ahead when the iron sights are used instead of into the air as it should.

PKM

The PKM is the most common machine gun in the game, and is used by enemy heavy soldiers on both islands. Unlike the previous game, the PKM in Far Cry 3 correctly feeds from right to left, and it is shown with a side folding stock (!) and a railed handguard with a foregrip and sniper rifle-style pivoting bipod. It cannot mount any accessories.

PKM with classic (most seen) version of the flash hider - 7.62x54mmR

STK Ultimax 100 Mark 3

A Mark 3 Ultimax 100 light machine gun, called the "U100," is the second machine gun available on the North island. It is slower-firing than the PKM, which is balanced by higher accuracy and, bizarrely, more damage.

CIS Ultimax 100 Mark 3 with magazine removed - 5.56x45mm NATO

Sniper Rifles

Remington M40A5

The "M700" sniper rifle appears to be an M40A5, since it has a projecting, detachable magazine. This has the correct five-round capacity, though the extended magazine upgrade increases this to ten without visually altering the weapon. It can also be customised with increased zoom, an illuminated reticle and a suppressor. The pre-order bonus version, the "M700 Predator," has all four upgrades, while the normal weapon can only have two.

M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO
Jason holds his "M700 Predator" after dealing with a shark who had been breaking all the shark rules. The shark rules say you should swim around and eat fish, but this shark was trying to walk on the ground and eat crabs. The other sharks really didn't like having to look at that.

SVD / SVD-M Dragunov

The SVD Dragunov is the cheapest sniper rifle in the game, and is available from the start. It is a left-handed weapon wielded by a right-handed shooter (as in Far Cry 2); however, the magazine, forend, and reticle have been modified to more realistic specifications. The weapon has no accessories, and has a capacity of just five rounds, meaning the magazine is only half loaded. It is used by pirate snipers on the North island.

The SVD defaults to a colour scheme which suggests the furnishings are synthetic, but has a standard SVD stock rather than the correct one for an -M variant. If the "wood" paint scheme is applied to it, it becomes a completely normal SVD.

Commercial "Tiger Carbine" (aka "Dragunov Tiger") version sold in the US, with synthetic furnishings used on domestic SVD-M modernized variant - 7.62x54mm R
SVD Dragunov sniper rifle - 7.62x54mm R
Jason lurks his way along a road at night, armed with an SVD-M.
Reloading; Jason flicks the magazine release with his thumb and them flicks the old magazine forward, replacing it with five fresh rounds of nothing.
Scope of the SVD; while it lacks a ground line for the stadiametric rangefinder, it is otherwise fairly accurate.

Zastava M93 Black Arrow

The final sniper rifle to be unlocked, the "Z93," is a Zastava M93 "Black Arrow" .50 BMG anti-material rifle. Despite being used in a couple of the later missions on the North island, it only unlocks in the store on the South island, where it is used by Privateer snipers. It is able to mount a suppressor, extended magazine, enhanced zoom or illuminated reticle, and can have three modifications added, though it cannot mount the two scope options together. Easily the most powerful of the sniper rifles, it is the only one able to kill a heavy or flamer soldier in one headshot. The Signature version, "AMR," (presumably "Anti Material Rifle") has an extended magazine and enhanced zoom, and fires incendiary armour piercing rounds.

Zastava M93 Black Arrow - .50 BMG

Launchers

GM-94

The GM-94 pump-action grenade launcher is referred to as the "GL-94," and is more expensive than the RPG-7, with the benefit of having a larger ammo pool and the ability to fire multiple times between reloads. During the mission line, Jason uses one to fire at Vaas' forces during an escape in a commandeered truck.

GM-94 grenade launcher - 43mm
File:FAR CRY 3 GM94.jpg
First-person view of a GM-94 launcher.

RPG-7

Mounted Weapons

DShK Heavy Machine Gun

DShK heavy machine guns are the more powerful of the game's two mounted weapons, and are found more frequently as the campaign progresses, on ground mountings, boats and trucks. They have infinite ammunition and are governed by a heat gauge, with progressively darker smoke coming from the receiver as they heat up. If one is allowed to overheat, Jason will stop firing and pull the extended cocking lever beneath the spade grips, which somehow causes the heat gauge to go down.

DShK heavy machine gun mounted on tripod 12.7x108mm
File:FC3 M60.jpg
DShK heavy machine gun ingame.

FN Minimi

The same strange FN Minimi derivative used as the "MKG" is also the lighter of the two mounted guns, and can be found in the same places as the DShK.


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