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Difference between revisions of "Far Cry 5"

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[[Image:FC5-MAC-1.jpg|thumb|none|600px|The MAC-10 in the store. Pre-release images showed it without its front strap, which apparently angered the front strap and led to it colonizing several other weapons it has absolutely no business being on. 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 description invents the class "subcompact machine pistol," which would only really make sense if it was a gun designed to be used by mice.]]
 
[[Image:FC5-MAC-1.jpg|thumb|none|600px|The MAC-10 in the store. Pre-release images showed it without its front strap, which apparently angered the front strap and led to it colonizing several other weapons it has absolutely no business being on. 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 description invents the class "subcompact machine pistol," which would only really make sense if it was a gun designed to be used by mice.]]
 
[[Image:FC5 MAC10.jpg|thumb|none|600px|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 the Michael Bay Optimus Prime. Meanwhile, a bobblehead of Vaas, [[Far Cry 3]]'s principal antagonist, stares menacingly at the machine pistol.]]
 
[[Image:FC5 MAC10.jpg|thumb|none|600px|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 the Michael Bay Optimus Prime. Meanwhile, a bobblehead of Vaas, [[Far Cry 3]]'s principal antagonist, stares menacingly at the machine pistol.]]
[[Image:FC5 MAC10-2.jpg|thumb|none|600px|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.]]
+
[[Image:FC5 MAC10-2.jpg|thumb|none|600px|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. How you're supposed to rack the top-mounted charging handle is best not thought about.]]
  
 
==Intratec TEC-9==
 
==Intratec TEC-9==

Revision as of 23:12, 4 April 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. The game heavily expands on features introduced in previous games - most notably, armed airplanes and helicopters are now available.

Far Cry 5 is the first entry to take place in the United States, and sees the player take on the role of an unnamed sheriff's deputy (only ever called "deputy" or "rookie," and whose appearance and sex can be chosen by the player) in the fictional county of Hope, Montana. There, the deputy finds him or herself in conflict with The Project at Eden's Gate (due to their acronym PEG, known as "peggies" by the locals), a militarized doomsday cult led by radical preacher Joseph Seed who styles himself as "The Father." His sister and two brothers serve as his subordinate "Heralds," each controlling an area of the valley which encircles Hope County. After an attempt to arrest Joseph Seed for kidnapping goes predictably wrong, the deputy is divided from the rest of the police unit and must join the resistance in Hope county with the ultimate goal of rescuing the other officers and bringing Joseph in.

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 (Dead Living Zombies), a second during the Vietnam War (Hours of Darkness), and third will have the player character fighting alien arachnids on Mars (Lost on Mars). It can be assumed that at least the latter two will have new sets of weapons associated with them. It has been stated that each of these releases will also include a new pack of assets for the map builder, Far Cry Arcade, which also includes assets from Far Cry 4 and Primal, the two Watch_Dogs games, Assassin's Creed Unity and Assassin's Creed IV: Black Flag.


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: skins are now exclusively to sell for money), 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 three slots for throwing equipment each of which has three options: the arsenal includes molotovs, remote and proximity C4 charges, fragmentation grenades, dynamite, pipe bombs, throwing knives, smoke grenades, and "bait" for drawing animals to a specific location. All of these are assigned 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, but most can only be picked up. A secondary "tools" menu contains items such as the fishing rod, repair tool, craftable "homeopathic" boosts which are certainly not drugs, and so on. Oddly, the health restoring syrettes are now medkits, and it is impossible to craft more while on the go: as compensation the player character's entire health bar will now regenerate rather than it being divided into segments.

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. One limitation in the game is related specifically to ammunition: only some weapons can damage aircraft with their standard ammunition, these groups including the .50 cal weapons (.50 cal is a distinct ammo type), machine guns and mounted weapons.

Weapons are gained from stores or travelling gun sellers who act as 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 really exists, instead there are "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. They do not seem to have any special bonuses either, just being a variant with a unique look (though they count as a different weapon and so need their own accessories bought). These weapons (and similar "prestige" vehicles and even clothing items) can also be unlocked using a second currency, "silver bars," which can be found in small quantities after liberating enemy bases, gained in small quantities by completing uPlay's weekly "club challenges," 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.

Oddly, the game defaults to an offset aiming mode where the crosshair is in the lower part of the screen rather than centered, and the weapon models are correspondingly lower down. The screenshots on this page will reflect the game with a centered crosshair.

Pistols

SIG-Sauer P226R

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

SIG-Sauer P226R (Two-Tone) - 9x19mm
Menu image of the P226R. Despite the game noting that this gun is used by police departments, the police seen in the game all use SW1911s.
It is not clear how American this would actually be.
The deputy witnesses explosive carnage while holding a heavily customized and suppressed P226

Smith & Wesson Model 29

All variants of the revolver default to a blued finish and the first two are therefore Smith & Wesson Model 29s rather than 629s as before. The first to unlock looks to have a 4" barrel and is simply called the ".44 Magnum," while the second is 6" or so and is called the ".44 Magnum L." The Digital Deluxe Pack included with the Deluxe, Gold, The Father and Hope Country MT editions of the game also included a free variant of the 6" version called the ".44 Magnum Steel & Ivory," which features a wavy Damascus-style finish on the metal parts.

The barrels of these variants are rather chunky and have an incorrect extractor rod housing with a flat vertical front. The new front sight appears to have been referenced from a Model 17 rather than a Model 29.

Smith & Wesson Model 29 - .44 Magnum
The short-barrel basic version in the menu.
Standard-length "L" variant, which has boosts to accuracy and range. Note the incorrect front sight and weird extractor rod housing.
"Thanks for your pre-order, have an overpowered gun" variant.

Smith & Wesson Model 629

The two highest-level variants of the ".44 Magnum" variants are based on the Smith & Wesson Model 629 "Stealth Hunter" as before. The lower-level model is called the "Sixer" and has a thinner barrel than the normal Stealth Hunter with a compensator. The normal Stealth Hunter is the last to unlock and is called the "Cannon."

Smith & Wesson Model 629 Stealth Hunter - .44 Magnum‎
Menu image of the "Sixer," named after the Signature Webley Mk VI revolver from Far Cry 4 that everyone used once then ignored.
Menu image of the "Cannon." Note that "gain nine levels" requires the player to have essentially beaten the game before they can get their hands on this. Though since it has the same stat line as all the variants except the snub, it is not at all clear why.

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. It strangely has a 1911A1-style trigger, instead of the three hole trigger that the SW1911 normally has.

The 1911 is the first weapon acquired unless the player goes out of their way to avoid it, 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 US Marshal Burke 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). Amusingly, during the intro when it is stated that the cult "don't respect badges," Marshal Burke grumbles that "they'll respect a nine millimeter," making it seem like the problem is that he bought a .45.

Smith & Wesson SW1911 - .45 ACP
The 1911 in the store. Without an optic fitted, the rail mounting is not present. The model is clearly based on a post 1924 M1911A1 and not a World War I M1911.
The "Golden Aerie," a long-barrel "prestige" variant with a compensator. Strangely, it seems the basic "1911 Extended" that this is a prestige version of is not actually in the game.
Like the Kimber of old, the SW1911 has a tendency to grow a rail mount in cutscenes, such as this one where Marshal Burke decides to explain his escape plan to his pistol rather the the Deputy.
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. The weapon utilizes the game's new select-fire capability, but in an unusual way - fully automatic fire and a three-round burst are the only options, while semi-automatic is not. Obviously this is not how the Skorpion actually operates. Interestingly, there is actually an animation for this, with the fire selector visibly changing position, though it simply does so by itself rather than requiring any encouragement from the player character.

CZ Vz. 61 E / Yugoslavian made M84 distinguishable by its black pistol grip - .32 ACP
You know, you shouldn't act like guns have feelings. They hate that.
The ludicrously expensive "Big Spender" prestige version is at least aptly named.

Heckler & Koch MP5A3

The same Heckler & Koch MP5A3 from Far Cry 3 and 4 with the unusual vented handguard reappears in Far Cry 5. This time, the weird rear sight has been replaced with the normal diopter rear sight. Despite having an S-E-F lower, the MP5 has auto, semi and burst modes, defaulting to burst for some reason.

Heckler & Koch MP5A3 - 9x19mm
MP5A3 on the store menu. Strangely, the gun has been reworked with an SEF trigger pack with upside-down selector markings, with the old model's Navy fire selector pointing at the position marked as "auto" which is actually "safe." This is an all-new mistake for Far Cry 5 given it was pointed in the right direction and on a Navy trigger pack in 4.

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. It has the same fire selector options as the MP5A3 and MP5SD3.

Heckler & Koch MP5K - 9x19mm
The MP5K here is shown on the customize menu rather than the buy menu, showing the various options. The two suppressors are a round one and a design very obviously based on the SilencerCo Osprey: these two are just cosmetic options. Above are the various scopes, which change size to match the weapon they are mounted on, leading to comically tiny ELCAN scopes on some weapons.

Heckler & Koch MP5SD3

Rounding out the MP5 family, the Heckler & Koch MP5SD is also available in the submachine gun arsenal as the "MP5SD". While interesting from a variety standpoint, there is no tangible benefit to actually using the MP5SD3 in the campaign, as the regular MP5A3, unlocked significantly sooner, can itself be equipped with a suppressor to make it completely identical stat-wise and only slightly more expensive. It has the same fire selector options as the MP5A3 and MP5K.

Heckler & Koch MP5SD3 with S-E-F trigger group and stock extended - 9x19mm
Unfortunately the front of the integral suppressor appears to have contracted some kind of vile disease.

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. The MAC-10 is capable of selective fire ingame, having both fully-automatic and semi-automatic available, accurate to the real gun.

Ingram MAC-10.jpg
The MAC-10 in the store. Pre-release images showed it without its front strap, which apparently angered the front strap and led to it colonizing several other weapons it has absolutely no business being on. 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 description invents the class "subcompact machine pistol," which would only really make sense if it was a gun designed to be used by mice.
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 the Michael Bay 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. How you're supposed to rack the top-mounted charging handle is best not thought about.

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. It inaccurately has auto and semi-auto fire modes, a feature which never existed on the TEC-9: auto-converted TEC-9s are auto-only, not select-fire.

Oddly, despite that a modelled drum magazine already existed in Far Cry 4, the Far Cry 5 TEC uses the same straight magazine even if the capacity is upgraded.

Intratec TEC-9 - 9x19mm
TEC-9 on the store menu. As before, it has both the side-mounted rear sling mount of a TEC-9 and the removable rear-mounted sling mount of a TEC-DC9, and the charging handle is pushed down, meaning the safety is on.

MP40

The MP40 also appears - 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. The MP40 is the only SMG to lack selective-fire (being locked to fully automatic), which is accurate to the real gun.

MP40 - 9x19mm
Menu image of the MP40. It will grow an aftermarket RIS rail if one is required.

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 (including as before a forend from a Remington 870), a pistol-grip version with synthetic furnishings, and a shorty variant.

Baikal MP-133 - 12 Gauge
MP-133 on the store menu.
"M" (presumably "modernized") variant.
The "MS" ("modern, short" or something) comes with a fancy heat shield.
The MP-133 is one of the cheaper "Prestige" weapons, probably because the result looks like a prop from a Harry Potter movie.

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."

1960s Era Commercial Stevens hammerless side by side shotgun - 12 gauge
Well-suited to making those darn kids get off your lawn.
See, even they think so.

Sawed-Off Double Barrel Shotgun

A Sawed-Off Double Barrel Shotgun appears under the same "D2" name used in Far Cry 4. 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
At least it's an actual shotgun this time.
Menu image of the "Sin Eater" prestige variant.

Franchi SPAS-12

The Franchi SPAS-12 is featured once again with the same odd RIS rear sight. As before it has no stock, but it now features a full-length barrel and magazine tube.

Franchi SPAS-12 combat shotgun with stock removed – 12 gauge
SPAS-12 in the store.
Prestige version with an almost-certainly-untrue description.

Assault & Battle Rifles

"AR-C"

A fictional custom rifle known as the "AR-C" is available. It is the standard weapon for most enemies and allies, and is fast-firing in fully automatic mode and fairly accurate when firing single shots or short bursts, but deals relatively puny damage. 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 associated 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 three-round burst fire modes available.

The default ARC, and one of the many victims of the plague of useless front straps currently sweeping Montana.
The Deluxe Pack's exclusive "Steel & Carbon Fiber" AR-C has this nice two-tone paint scheme and less nice incorrect claim that it is semi-automatic. Clarification on whether it is suitable for several different end of the world scenarios or the world ending multiple times would be more appreciated, as one is substantially more useful than the other.
The paint scheme improves functionality by frightening the components into alignment.
Far Cry 5 demonstrates the magic words needed to start a 55-page argument about direct gas impingement on any gun forum.
Marshal Burke hands the Deputy an "AR-C" after the arrest predictably goes horribly wrong. Strangely, the AR-C in this sequence does not have iron sights fitted until control is handed back to the player.
The Deputy 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.

AK-103

While the strange AK-103 that appeared in Far Cry 3 and 4 has now been replaced with an AKM, the old model is briefly seen in phone footage that the Deputy views in the game's opening cutscene.

AK-103 - 7.62x39mm
For some reason this image has those blurred moving borders that people use to try to prevent content ID matches on Youtube.

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.

The two "prestige" AK variants both use the name "AK-MS" which should mean they have underfolding stocks, but neither does. Instead, their main feature is barrels shortened to the point the front sight is mounted directly in front of where the gas tube meet the barrel: one called "The Whitetailer" features an AR stock adaptor, while the other, the "Warrior" has no stock at all. Like the AR-C, it has a fire selector with fully auto, semi-auto, and three round bursts available (the latter of which has never been a feature on any standard AK pattern rifle.)

AKM - 7.62x39mm
The default AKM clearly has no idea of the horrors that await below.
The "AK-M," more or less just the default AK after being coated in glue and thrown into a box of aftermarket accessories.
Rather like the "1911 Extended," the "AK-MS" the two Prestige variants are based on is not available as a regular weapon.
You could put five suppressors on this and it would still be too loud.

Marlin Model 1893

What appears to be a Marlin Model 1893 carbine appears as the "45/70," a caliber the Model 1893 was never actually manufactured in. It is placed in the rifle category. It could be presumed that perhaps the developers were thinking of the Marlin Model 1895, but the gun in the game has a square bolt rather than the round bolt and cutout ejection port of the 1895. It features an odd short magazine tube, which is at least reflected in a capacity of just 4 rounds, rather than 7 for the carbine and 10 for a full-size rifle versions of the real weapon.

A second variant, the "45/70-T" is a "mare's leg" length version. This variant is really just a cosmetic change to the standard version: unlike the cut-down Winchester Model 1887 in Far Cry 4, it does not have any special cocking animations and does not count as a sidearm.

Marlin 1893 rifle - .30-30
Marlin 1893 on the menu. Note the odd shortened magazine tube.
The "Fall's Ghost" variant grants the "prestige" of a synthetic stock that looks like it's been used to dispose of old promotional beer stickers.
While one might think there would be a 100% likelihood of spin or flip-cocking shenanigans being associated with this version, such is sadly not the case.

M14 Rifle

The "MS16" returns from the last two games, though this time the vanilla version is a left-handed M14 Rifle. It is semi-auto only despite clearly having a military fire selector, making up for this by being more powerful per shot than the "AR-C," though bizarrely it is less powerful per shot than the AK.

M14 rifle - 7.62x51mm NATO
Note the fire selector (the small switch to the right of the rear sling mount), showing that in terms of demographics it's more likely to be your grandfather's tactical rifle.

Springfield Armory SOCOM 16

The "MS16 Trooper" is a reworked version of the left-handed SOCOM 16 model from the previous games, though it now also has a military fire selector added.

M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)
You'd think they'd have gone with "MS16 Operator" really.

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. It is the replacement for the SVD in the previous games as the lowest-tier sniper rifle, and benefits from drawing from the plentiful assault rifle ammo pool, though per-shot power is not particularly high. It has most of the same options as the AR-C.

Menu image of the "AR-CL," showing some innovative grammar.
"And if you try to use that 'tactical' magwell grip, your rifle will eat your hand."
A customized AR-CL with a suppressor.

CZ 527

A rifle mostly based on the CZ 527 appears as the "308 Carbine," a caliber the CZ 527 was never chambered in. It is shown with a 3-round flush-fit magazine, which of course contains five rounds, or ten with the extended magazine upgrade. Since the game's only explict type of sniper rifle ammo is for the .50 cals, the CZ 527 runs on rifle ammo just like the "AR-CL."

CZ 527 Youth Carbine with 5-round magazine - .223 Remington / 5.56mm NATO
Nowhere is safe from the ravages of the MAC-10's grip strap.
The prestige variant appears to have been given a proper Orky paint job to make the bullets go fasta.

Desert Tactical Hard Target Interdiction

The Desert Tactical Hard Target Interdiction appears as the "MBP .50," and is the second highest-rated sniper rifle in the game after the GM6 Lynx. As with the heavier sniper rifles in Far Cry 4, it can pierce cover, which means at can kill any target which has already been highlighted more or less regardless of what is in the way. A gold-plated version is added to the player's inventory as a bonus for pre-ordering the Gold edition.

Desert Tech Hard Target Interdiction - .50 BMG
Basic version of the Hard Target Interdiction in the menu.
"Jacob's Rifle" variant, a special reward for defeating one of the three "Heralds."
The "Gold & Steel" version is automatically unlocked for ordering the Gold Edition, handing the player a level 5 weapon as soon as they can track down a weapon merchant. IMFDB does not support the use of a sniper rifle for taking selfies as doing so is unlikely to result in anything good.

Gepard GM6 Lynx

The Gepard GM6 Lynx returns from Far Cry 4 as the "SA-50," and is once again the most powerful sniper rifle and the last to unlock.

Gepard GM6 Lynx - .50 BMG
GM6 Lynx on the menu. Unlike Far Cry 4, the barrel is not shown locked to the rear on the menu.
Let us ignore the attempt at politics in favor of pointing out this game does indeed have a prestige shovel.

Machine Guns

Both of these weapons fire "LMG" ammunition, even though only one of them is actually a light machine gun.

M249 SAW

The M249 SAW in most of a paratrooper configuration is Far Cry 5's new light machine gun, apparently replacing the weird FN Minimi variant "MKG" from previous titles. It is shown with most of the Product Improvement Package (PIP), but still mounts the old paratrooper stock, and oddly has a non-para length barrel. It uses a 200 round green plastic belt box.

M249 SAW Paratrooper - this one features components of the Product Improvement Package (PIP), including the new telescoping stock, heat shield, and RIS handguard, and is also fitted with an ACOG scope and a 100-round woodland camo cloth ammo bag - 5.56x45mm
M249 on the menu. Note the full-length barrel.
"Militia" prestige variant.

M60E4

An M60E4 with a missing foregrip replaces the PKM from previous games as the low-end machine gun, and it is used by cult heavies. Oddly, the handheld M60 has no belt box mount and is never shown with a box, instead just having a short belt of ammo that hangs in a curve for no apparent reason. In first-person view this is dealt with by keeping the box offscreen, but its absence is fully visible in third person. When mounting optics the front sight is removed, the rear folded down, and a RIS rail added to the receiver cover. The M60 can also be upgraded with an extension to its nonexistent belt box, and rather more curiously can mount a suppressor.

A strange modified variant of the M60E4 which does have a belt box appears mounted on some vehicles.

M60E4 - 7.62x51mm NATO
M60E4 on the menu. Note the over-starched belt leading to the imaginary belt box. From the description this weapon is presumably trying to convince everyone it is an M60E3, since that is what was used in Rambo: First Blood Part II.
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

RPG-7

A hybrid of the Airtronic RPG-7 and recent Bazalt RPG-7 appears in Far Cry 5 as the "RPG-7," taking over the role of the regular RPG-7 from previous games. The Airtronic RPG would actually appropriate for the setting, and arguably more so than even the original Soviet variant, as it is an American-produced weapon. Unlike other entries in the series it can actually be upgraded, though only by swapping out the Far Cry 2-style side-mounted iron sights for a single type of optic.

Airtronic RPG-7 - 40mm
RPG-7V1 with PGO-7 scope - 40mm
Note that the front grip and its rail mounts are the only part that is actually from the Airtronic RPG-7: the entire rest of the weapon is just a standard RPG-7, including the offset grip found on recent V variants and Russian optic mount.
A member of the Hope County resistance prepares to fire his RPG-7 in a pre-release teaser.
A resistance member works on a pickup with his RPG-7 casually slung over his back. Even in the United States, this is an unusual sight.

Carl Gustav M4

The Carl Gustav M4 (M3E1 in current US trials) is the game's high-level rocket launcher, referred to as the "RAT4" (presumably "Recoilless, Anti Tank"). The Carl Gustav was previously featured in Far Cry 2 and as a weapon icon in the fourth game.

The in-game version swaps the front and rear grips, presumably so that the third-person hand positions for the RPG-7 can be re-used.

Carl Gustav M4 - 84x246mm R
Carl Gustav M4 on the menu. Note the reversed grips.

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. It has no mods other than colour schemes, though there is a Prestige version called "Flames On Flames."

The first Live Event, which challenged players to set fire to animals without using molotovs or a flamethrower (or the repair torch, which can ignite flammable objections and seems to count as a flamethrower despite requiring the player character be physically touching their target), gave a free Prestige flamethrower called "Flamebearer" for 20 such kills. Far Cry players being Far Cry players, the 1-week all-players goal of 50,000 such kills in total for some other unlocks was exceeded five times over within a day.

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 while driving a vehicle without fixed weapons or using a zip line. It is thus far the only grenade launcher in the game.

It is somewhat depowered compared to the previous game, with per-shot power more comparable to Far Cry 4's QLZ-87, and is certainly nothing compared to the explode-everything-in-one-hit weapon from Far Cry 2.

M79 - 40x46mm
The M79 showcases a different pointless dangly strap.
The "Shark Shooter" variant would have been a lot more useful in Far Cry 3.
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

M18 Smoke Grenade

An M18 smoke grenade that incorrectly produces grey smoke can be used for screening or to confuse enemies: enemies have also developed a disturbing fondness for throwing smoke grenades directly at the player character or in front of themselves if no cover is near them when they are attacked. White / grey smoke should make it an AN/M8 or M83 smoke grenade, but the in-game grenade is marked "smoke, grey" rather than "smoke, HC" or "smoke, TA" respectively. Old habits have sadly returned and the thrown and pickup model of the M18 are the same, meaning that when thrown it still has the pin and spoon attached.

M18 smoke grenade
Well, they went there.

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
It's a shame that the deputy didn't have this advice for the M18 instead of the fart jokes.

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

Several ground and air vehicles in the game are shown armed with Browning M2 Aircraft machine guns, which are fitted with the muzzle booster cap of a Browning M3. These M2s, aside from those internally mounted in the wings of the old fighter planes, are always in the spade-grip "flexible" configuration, which was intended to be manned directly by support gunners inside aircraft. The "fixed" configuration would be more appropriate for most of them, and precisely how some of them are actually fired is unclear.

Browning M2 Aircraft, Flexible - .50 BMG
A Browning M2 Aircraft mounted on Nick Rye's plane. This configuration is only used by Prestige versions of this plane in the final game: Nick's plane instead gets a rather poorly modelled chin-mounted minigun.
The Deputy views the result of a successful experiment aimed at carving a semi truck out of a block of condensed patriotism.

Mounted M60E4

The game's handheld M60E4 also exists in a very unusual configuration as a mounted weapon, with spade grips attached to the back of the stock. This appears to have been created by someone who had seen an M60D but did not quite understand what they were looking at: the most obvious proof of this is that the in-game weapon has no linkage between the spade grips and the trigger mechanism.

Mounted versions have infinite ammo and are governed by a heat gauge. The Deputy still subscribes to the patented Jason Brody method of dealing with heat build-up: in the M60's case, just hitting it a couple of times seems sufficient to banish the warmth from it and get it working again.

M60E4 - 7.62x51mm NATO
M60D machine gun new version - 7.62x51mm NATO. Note the rod under the weapon connecting the spade grips to the trigger group.
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.

M120 Mortar

The same M120 mortars seen in Far Cry 4 are found around the map. As before, they are relatively difficult to use since there is no tutorial for how they are supposed to work and unlike Far Cry 2 the weapon has no range indicator when not using the sights. Surreally, the sight appears to be linked to a geosynchronous satellite, providing a high overhead view, now with the reticle illuminated in green.

In 5, there seem to be two types of M120, though it is not visually clear what type a given mortar is. One is the same as before, firing an extremely powerful submunition round seemingly based around the same non-conservation-of-mass technology usually seen in videogame depictions of white phosphorous; this rains bomblets over a wide area and can destroy anything it hits. The other is a more standard point-detonating explosive round which seems more common and is harder to use due to the decreased area of effect.

To make enemy mortars less frustrating than their hard-to-find Far Cry 2 counterparts, there is an indicator similar to the grenade indicator for incoming mortar rounds, and enemies will loudly declare "I'm going for the mortar!" to nobody in particular if they intend to use one.

File:M120sm.jpg
M120 Mortar - 120mm

Other

Far Cry 5 features a number of weapons that were seemingly originally intended to appear in the game but cut - the reasons for this are not explained in the game proper. The game files include references to nearly every weapon that appeared in Far Cry 3, Blood Dragon, 4, and Primal, though most of these are listed as legacy content. Strangely, however, certain cut weapons still appear in the game but are unusable by the player - these include the pitchfork, sledgehammer, crowbar, combat knife, and mallet, which are at times used by NPCs or in in-game cutscenes, but never available to pick up. A few weapons of note that are listed but never appeared included an ambiguous AR15 (possibly the M4A1 seen on the cover) and Luger P08, which was seen in pre-release trailers but is not found anywhere in the game itself.

Beretta M9

The Beretta M9 was originally slated to appear in the game as the "M9" (as revealed in the game files), but was cut before release for unknown reasons. However, some of the screenshots used for the game's perk menu still show the icon for the handgun, leaving it (barely) in the game.

Beretta M9 - 9x19mm. U.S. military-issue 92FS.

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 (an obvious reference to Da Vinci's mural The Last Supper) 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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