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Difference between revisions of "Far Cry 5"

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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. Like the AR-C, it has a fire selector with full auto, semi-auto, and three round burst modes available. While AK variants with four-setting fire selectors do exist, the AKM is not one of these. The selector on the model only has the normal AK setting stops, and does not move to reflect the firemodes anyway: it is always in the fully down (semi auto) position.  
 
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. Like the AR-C, it has a fire selector with full auto, semi-auto, and three round burst modes available. While AK variants with four-setting fire selectors do exist, the AKM is not one of these. The selector on the model only has the normal AK setting stops, and does not move to reflect the firemodes anyway: it is always in the fully down (semi auto) position.  
  
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 meets the barrel: it could be assumed the "S" in these names is supposed to stand for "short" rather than "Skladnoy." One called "The Whitetailer" features an AR stock adaptor, while the other, the "Warrior" has no stock at all. The latter is vaguely reminiscent of the shortened [[AKMS]] from ''[[Terminator 3: Rise of the Machines]]''.
+
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 meets the barrel: it could be assumed the "S" in these names is supposed to stand for "short" rather than "Skladnoy" ("Collapsible" or "Folding" in Russian, used to denote weapons with folding or retractable stocks. "Ukorrochenniy" or "Shortened" would denote a shorter weapon.)  One called "The Whitetailer" features an AR stock adaptor, while the other, the "Warrior" has no stock at all. The latter is vaguely reminiscent of the shortened [[AKMS]] from ''[[Terminator 3: Rise of the Machines]]''.
  
 
[[File:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]
 
[[File:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]

Revision as of 17:37, 15 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
Release Date: March 27, 2018
Developer: Ubisoft Montreal
Ubisoft Toronto
Publisher: Ubisoft
Series: Far Cry
Platforms: PS4
Xbox One
Windows 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, though Lost on Mars appears to be going along the sci-fi space gun route. 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, Watch_Dogs, 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 firearms: 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. While types of accessories are cut down a little, almost every weapon can mount something and many weapons have options beyond what one would normally expect, such as being able to mount suppressors and telescopic sights on shotguns. Many weapons now also have selectable fire modes, and most can fire at least one additional type of ammunition from a reserve more limited than the weapon's standard ammo type. Special ammo is very occasionally found in the game world or on enemies, but the main source is unlocking the "black market" perk which allows it to be purchased from the items menu at stores.

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" and levelling up in Far Cry Arcade, 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

Beretta 92FS

An icon of a Beretta 92FS appears in the pictured weapon selection menu on both perk menu entries for extra weapon slots. It appears this was intended to be a military M9 given there are references to an "M9" in the game files, but it appears to have been removed from the game at some point during development.

Beretta 92FS - 9x19mm
The icon of the Beretta can be seen in the right-hand slot of the weapon wheel. While this is probably supposed to be an M9, there is no name given for it and no real reason to call this icon out as specifically being the military model.

Beretta 93R "Auto 9"

In one side-mission a director making a movie based on Far Cry 3: Blood Dragon is encountered: near the set is a board with the cover art for the game, showing Rex Power Colt holding his Beretta 93R "Auto 9" .

Beretta 93R "Auto 9" - 9x19mm
The Deputy feels deep existential confusion after discovering the Far Cry games exist inside their own universe.

SIG-Sauer P226R

The SIG-Sauer P226R appears in game as the "P226," and is unlocked after achieving a resistance level of 1. It fires faster than the SW1911, with the downside that it is weaker and costs money since it cannot be acquired for free from enemies. Since it is extremely easy to pick up a MAC-10 from a sniper or rocket launcher cultist before even getting a resistance level, it is not a weapon that is likely to see all that much use.

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 holds a P226R equipped with an optic after scaring her dog by exploding a random fuel can.
Reloading the "Amendment 2," the Deputy just can't shake the feeling that someone is trying to suppress her freedoms.

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 is unlocked to buy by default and is also used as a sidearm by some cultists, looks to have a 4" barrel and is simply called the ".44 Magnum," while the second is 6" or so, requires a resistance level of 3 to unlock, 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, weird extractor rod housing and mandatory Dirty Harry reference.
"Thanks for your pre-order, have an overpowered gun" variant.
The Deputy holds her Model 29 as she prepares to arrest a grain silo for violating the laws of thermodynamics.
Reloading the six-inch Model 29: note the incorrect front sight.
Reloading the basic short-barrel version: note the speedloader in the Deputy's left hand. This animation is a lot less flashy than the reload for the 629 in the previous games, as well as a fair bit less physically impossible.
After discarding the speedloader, she sees all the struck primers and realises she has loaded her gun with rounds that have already been fired.

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.
The Deputy holds the "Sixer" fitted with a scope as she witnesses her pet cougar turning up her nose at a perfectly good meal.
Later she reloads her "Sixer," as part of a plan she and a random militiaman have hatched to defeat Faith Seed's teleporting-and-complaining powers by ignoring her. Note that all the primers are struck on the ejected rounds too: they are like this regardless of how many shots have been fired. Note also that she is actually pressing the extractor rod at the same time the casings are coming out. This is as opposed to just shaking the revolver to make the casings fall out and pressing the rod afterwards, which only works reliably in real life with unfired rounds or Airsoft guns.

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, and also does not have the SW1911's external extractor.

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 basic 1911 in the store. Without an optic fitted, the rail mounting is not present. The description is a rather blatant lie since the base model is a 1924 M1911A1 rather than a WWI-era M1911, nevermind that the SW1911 has only been produced since 2003.
The "Shark" variant wants you to be very scared of the recoil spring.
It is not at all clear why this variant is called "Toaster" or why it is said to be chrome when its actual gimmick is a fancy floral engraved slide.
The "Aerial Force" variant is part of a pre-order DLC pack that rather more usefully includes a free attack helicopter.
The "Doomsday Prepper" variant is another pre-order DLC model, and doubtless will lead to 9mm fans grumbling about how entirely too realistic it is for the game's version of America to contain a million identical M1911 variants.
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 than the Deputy.
The Deputy holds the SW1911 after surviving a foolish attempt to achieve anything through the use of a helicopter in a videogame cutscene.
Having escaped from that forest and into a different forest, she reloads her SW1911, wondering why she would need to use the BINOCULARS to see something twenty yards away.
As she does battle with the cult's elite "idiot on a jetski" unit she reloads the "Golden Aerie" variant, giving a nice view of the added compensator.

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. The reload is now correct; instead of Far Cry 3 and 4's motorized cocking handle that locked back on its own during an empty reload, the Deputy now locks back the bolt handle themselves. Despite having an S-E-F lower, the MP5 has auto, semi and burst modes, defaulting to burst for some reason. It is unlocked to purchase for achieving a resistance level of 1.

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.
Like any good Far Cry protagonist, the Deputy understands neither the concept nor function of a suppressor.
Reloading: unlike in the last two games where the charging handle would helpfully put itself into the locked position at the start of the animation, the Deputy locks it back by hand. This is only done for the empty reload animation, otherwise the handle is not touched and the Deputy simply switches mags.

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.
The Detective holds her MP5K as she discovers a sign indicating a carpole lane.
Reloading: as with the other MP5s, the safety is on.

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. This is actually because, for no apparent reason, the integral suppressor is made from the same round suppressor model used by the other weapons.

Ingram MAC-10

The MAC-10 returns to the series having not appeared since Far Cry 2, under the "SMG-11" moniker that it has in several other recent Ubisoft titles. In the initial Far Cry 5 demos it was called the "M11A1", clearly attempting to distinguish it as a MAC-11: it is actually visually a MAC-10, but appears to be about the size of a MAC-11. Markings on the MAC-10 indicate it is the 9x19mm variant: though it defaults to a capacity of 24 rounds, the extended magazine upgrade gives it the correct 32. Like the real gun, it has semi and fully automatic fire modes.

As with the low-level SMGs in the previous Far Cry games, it is the default sidearm for enemies with sniper rifles or rocket launchers.

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 holds her recently pilfered baby MAC-10. Note that the safety is on and the top part of the rear sight is missing: it should be a peephole rather than a notch.
Reloading the MAC-10 in its standard colour scheme shows a flimsy attempt to hide this by switching the "safe" and "fire" markings around, nevermind that MACs do not use HK-style fire selector color codes. Note its size compared to the Deputy's hand.
Later the Deputy reloads her custom MAC-10 with a Prestige color scheme and an optic fitted: doing the latter fits the MAC-10 with a rail system more commonly seen on Airsoft guns, complete with a side extension to the charging handle. It also prevents the safety from ever being put into the "fire" position. The Deputy is thankful that this cannot stop her, since as an American she has an inalienable right to harm bears.

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. In addition, the ELCAN-style tube reflex sight's quick-release lever clips partway through the TEC's charging handle, which it did not do in the previous game.

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. The charging handle seems to be pushed down here, meaning the safety is on, but it is not in the game itself. The description is a slightly wide-of-the-mark reference to the use of the TEC-9's older brother, the Interdynamic KG-99, in the classic 80s TV series Miami Vice.
The Deputy holds a suppressed TEC-9 at the conclusion of a series of remarkably stupid decisions by all parties involved.
Reloading: note the lifted-up charging handle meaning the safety is not on, and the unfortunate way it clips through the base of the scope.

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. It will grow an aftermarket RIS rail if one is required.

MP40 - 9x19mm
This is not a hornet's nest you needed to kick, Ubisoft.

TDI Vector

The second of the weekly club challenges was the first to add a new weapon, a TDI Vector in a very 80s color scheme called "4 Color Fun." The Vector had already been found to be in the game files by enterprising hackers, and several PC players reported having the weapon fully unlocked to buy in the store (called "Vector .45 ACP Classic") before it was removed by a patch.

The Vector features an extremely high rate of fire, and like the MP5 it curiously defaults to burst fire mode. The model is slightly reworked from Far Cry 4, in particular deleting the old model's unusable flashlight. The unlock condition for it was to play Far Cry Arcade maps for 40 minutes.

TDI Vector SMG - .45 ACP
This appears to be the less well-known Coleco Vector.
After slapping a suppressor and an ACOG scope on her gaudy lump of plastic, the Deputy resumes her usual hobby of murdering random wildlife.
Reloading the Vector. Since it was already modelled with a 3-position fire selector (and has been since Far Cry 3), it is not incorrect for it to have safe, semi and burst modes. Like the Skorpion, changing the fire mode visibly moves the fire selector, though there is no corresponding hand animation and it simply moves by itself.

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. The full-length version is commonly found on enemies.

The MP-133 has a capacity of 7, which is actually correctly implemented on an empty reload by having the Deputy load a single shell into the action before loading the magazine tube. Unfortunately this same animation is also used if the player switches ammo types, without any animation for unloading the shotgun first.

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.
Smouldery the Bear discovers to his cost that a shotgun full of incendiary rounds indicates someone who has no intention of preventing forest fires.

Double Barrel Shotgun

A Double Barrel Shotgun appears as the "SBS" (presumably "side-by-side" since it is certainly not a short-barrel shotgun). It has superior range to the MP-133, making it more suitable for use with slug ammunition, though it is a little curious that the pump-action shotgun is unlocked before the break-open one since the former is superior in most situations. The "SBS" is also the only weapon in the shotgun category that cannot accept a suppressor (the "D2" is classified as a sidearm).

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: as in that game, it is classified as a sidearm rather than a shotgun. 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."

Unlike in the other games, the Deputy does not fire both barrels at once: instead they fire one at a time (the left one first), and like with the double rifle in the previous game, there is a different reload animation for the weapon if only one barrel has been fired.

Remington Spartan Sawed-off Shotgun - 12 Gauge
Given how many things have featured both wastelands and sawed-off shotguns, it is very hard to tell what this is a reference to. At least it's an actual shotgun this time.
Menu image of the "Sin Eater" prestige variant, which is unlocked for defeating Faith, one of Joseph Seed's three "Heralds."

Franchi SPAS-12

A left-handed Franchi SPAS-12 is featured once again with the same odd RIS rear sight: it is the final shotgun to unlock, and the only one which is semi-automatic. As before it has no stock, but it now features a full-length barrel and magazine tube. It now has a correct reload: rather than pumping the forend during the reload which is not possible when the weapon is in semi-auto, the side mounted charging handle is used. The empty reload has the Deputy load a shell into the chamber first and them ride the charging handle forward before loading the rest into the magazine tube, explaining the 7-round capacity.

Franchi SPAS-12 combat shotgun with stock removed – 12 gauge
The description seems a little far-fetched since there's no way that didn't already mean "punching people" in Far Cry's universe.
Prestige version with an almost-certainly-untrue description.
The Deputy wonders if the cult's mind-controlling drugs may be having some side effects as she holds a suppressed left-handed SPAS-12 fitted with a medium-range rifle scope.
Figuring she might as well go along with it, she loads her SPAS with some blue shells to annoy whoever is in first place. Note that as is common in videogames she is not pressing the carrier latch button: the SPAS cannot actually be loaded unless this is pressed. The owner's manual in fact recommends flipping the SPAS upside-down to reload it, pushing the latch with the right thumb while loading with the left hand, making it one of the few times a flashy videogame reload would be entirely justified.

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 it only superficially resembles one, and includes a number of features which show it to be an AR-pattern rifle such as an AR bolt release paddle (that is never used when reloading, the Deputy opting instead to rack the charging handle). The delineation between upper and lower is clearly AR-based, though the rear does not come together in quite the same way: the receiver appears to have been based on a Mega Arms MATEN ambi .308 upper and lower set, swapping the magwell for one from a 5.56mm lower.

It has an M-LOK carbine handguard which is attached using Daniel Defense's patented "Bolt-Up" mounting system, wherein the handguard is attached using hex bolts that pass through a plate clamped around a modified barrel nut. It uses the older Bolt-Up system with six bolts: the current version only has four, deleting the two at the 3 and 9 o'clock positions. Presumably the handguard is supposed to be a Daniel Defense MFR M-LOK, though the spacing of the holes in it is completely incorrect for that. Rounding things out is a stainless steel SureFire SOCOM muzzle brake, a Battle Arms Development Enhanced Single-Side fire selector, and a stock one parent of which was a Magpul UBR and the other a Magpul ACS.

The weapon has semi, auto, and three-round burst fire modes available, even though the selector only has three positions, and feeds from 30-round PMAGs with Ranger Plates. The grip ribs on these are rather shallow and get into the realm of complete fiction towards the rear. Its rate of fire is absurdly fast for an AR-type rifle, approaching that of some SMGs. The rear sight has two v notch settings, only one of which can actually be used. While picatinny rear sights with a notch in place of the large aperture exist, a sight with both settings as notches is extremely unusual and may well be completely fictional.

The default "AR-C," and one of the many victims of the plague of useless front straps currently sweeping Montana.
The Deluxe Pack's exclusive "Silver & 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 succeeds in finding an "AR-C" with a set of irons, though being on a radio tower, wonders if an optic would've been more effective. She's also very thankful she won't have to make a habit of climbing radio towers in this game. This variant of the "AR-C" with a white lower is the version used by cultists: if the weapon is acquired from the store, picked up from a dead friendly NPC or found lying around, it will have a black lower.
The Deputy would later say she was so shocked that the giant magazine actually had ammunition in it that she could not act before it ate her friend.
Reloading the "Silver & Carbon Fiber" version: note the Battle Arms Development Enhanced Single-Side fire selector, which amazingly is actually set to "auto."

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. Like the AR-C, it has a fire selector with full auto, semi-auto, and three round burst modes available. While AK variants with four-setting fire selectors do exist, the AKM is not one of these. The selector on the model only has the normal AK setting stops, and does not move to reflect the firemodes anyway: it is always in the fully down (semi auto) position.

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 meets the barrel: it could be assumed the "S" in these names is supposed to stand for "short" rather than "Skladnoy" ("Collapsible" or "Folding" in Russian, used to denote weapons with folding or retractable stocks. "Ukorrochenniy" or "Shortened" would denote a shorter weapon.) One called "The Whitetailer" features an AR stock adaptor, while the other, the "Warrior" has no stock at all. The latter is vaguely reminiscent of the shortened AKMS from Terminator 3: Rise of the Machines.

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. The description is true of the actual AKM, but this one is only really likely to be used by ninjas around the mall.
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.
The Deputy's Marlin Model 1893 will helpfully grow a RIS rail if she decides it is not tacticool enough without an optic.
Reloading the Marlin: note the distinctive square bolt.

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.
The Deputy holds her M14 as she encounters the traditional game designer method of awkwardly drawing attention to the complete absence of children.
Having acquired an optic and trundled off into the mountains to contemplate the mysteries of life, the Deputy reloads her M14.
While the M14 defaults to wooden furnishings, some of the alternative paint schemes give it this synthetic non-slip textured stock instead, which is the default texture for the SOCOM 16. Note the fire selector: as with the Mauser M712 Schnellfeuer in Far Cry 4, this is present and in the right position for semi-auto, but is is not particularly clear why the designers chose to specifically model a select-fire variant of a weapon and then make it semi-only.

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, something a SOCOM 16 should not have.

M1A SOCOM 16 - 7.62x51mm NATO (.308 Winchester)
You'd think they'd have gone with "MS16 Operator" really.
Taking advantage of this game being set somewhere where it is impossible to be murdered by crocodiles, the Deputy hangs around by the river with her SOCOM 16.
A short time later finds her waving it at the sky during a reload, helpfully showing off that it too has a useless fire selector.

Sniper Rifles

"AR-CL"

A longer-barrel DMR version of the "AR-C," known as the "AR-CL," is classified as a sniper rifle. Strangely, it is still select-fire like its cousin: it defaults to semi-auto, but still has the same full-auto and burst modes. For balance reasons rather than due to any kind of logic, it only holds ten rounds despite using the same 30-round PMAG as the regular "AR-C." 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 customization 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."
The Deputy holds her "AR-CL" as she encounters a cultist whose attempt to ascend to a higher plane has been surprisingly successful.
After dealing with this odd situation, she loads a fresh 10-round 30-round magazine into her rifle.

CZ 527

A rifle mostly based on the CZ 527 appears as the "308 Carbine." The CZ 527 was never chambered in .308 Winchester, so the name is either a simple mistake or an attempt at referencing the fact that the CZ 527 can be chambered for 7.62x39mm Russian ammunition (though the latter does not match the round shown in the weapon's magazine model). 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 explicit type of sniper rifle ammo is for the .50 cals, the CZ 527 runs on rifle ammo just like the "AR-CL."

The CZ527 is the second sniper rifle to unlock and the only one which does not come with a scope by default. It is a little strange that the weapons unlock in this order, given the CZ 527's damage boost over the "AR-CL" is relatively puny and it has the downside of being bolt-action instead of select-fire.

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.
The Deputy holds a scoped CZ 527 as she demonstrates her curious ability to detonate a remote C4 charge while holding a rifle in both hands.
Later finds her operating the bolt of her CZ 527 while being menaced by a passing lens flare.
Getting bored of all this technology, she decides to try out the iron sights of her rifle, and rapidly finds herself regretting this decision.
Reloading: it should be very clear from the size of the visible round that this is a 3-round magazine. The round in question appears to have been referenced from a .308 Winchester: it is not nearly chunky enough to be a 7.62x39mm AK round.

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, though this ability has been neutered somewhat and only the special armor-piercing ammo replicates the old heavy sniper rifles' ability to 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.

Oddly, the two .50 cal rifles have a much more limited range of accessories than the other two sniper rifles: they can mount the extended mag and the two suppressors as normal, but can only upgrade their default scope to a "long-range scope" that adds a zoom function: it is not possible to use them with any of the shorter-range optics that are available for the lighter sniper rifles.

Desert Tech Hard Target Interdiction - .50 BMG
The menu description of the Hard Target Interdiction is cunningly sarcasm-proofed.
"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.
The Deputy holds her suppressed "Gold & Steel" Hard Target Interdiction after interdicting a particularly hard target, namely a helicopter. Note the spots of dirt and blood on the weapon: this is a cosmetic effect created by nearby explosions in the former case and taking damage while holding the weapon in the latter, and gradually fades away after a while.

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. It is roughly equal to the Hard Target Interdiction in terms of per-shot power, but has the significant advantage of being semi-automatic. It has the same limited range of add-ons, and the same ability to penetrate cover.

Gepard GM6 Lynx - .50 BMG
GM6 Lynx on the menu, with default scope and nonsensical reference to priapism. 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.

It deals less damage than the M60, with the upshot being that it fires faster.

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. The description is actually completely accurate since the M249 was first used in combat during the invasion of Panama, and the US Marine Corps is considering replacing it with the M27 IAR, leading to some questions about who wrote this description and what they did to the person who wrote the others.
"Militia" prestige variant.
The Deputy ponders if the cult might be onto something with their ideas about the end times as she witnesses dogs and cats living together, holding her ACOG-equipped, suppressed (!) SAW. Note that all the rounds in the belt have struck primers.
"Oh no, they killed my gun!"

M60

The trailer for the Vietnam-era DLC Hours of Darkness included a shot showing the player character, Wendell Redler, holding an M60 Machine Gun. Whether or not this with be available in the base game is not clear.

M60 machine gun with bipod extended - 7.62x51mm NATO
Wendell holds his M60 as he is subject to some moody lighting. The helicopter is one of the standard models from the base game, and is probably a placeholder for a Bell UH-1 model that has not been made yet.

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 holds an M60 after taking a wrong turn and finding herself in the DLC for Call of Duty: Black Ops II.
Mounting an optic on the M60 causes it to grow a rail on top of the receiver cover. It also removes the front sight, which is apparently a very gruesome operation.
Having clearly made good use of her M60 the Deputy takes some time out to reload. As with the SAW, all of the rounds on the belt are shown with struck primers.

Launchers

All launchers are placed in the "special" sub-menu along with the machine guns and a sci-fi shotgun-like microwave gun called the "Magnopulser," and fire a variety of ammunition types. Also in this menu are two types of bow, a slower compound bow and a faster reflex bow from the previous games, which can both fire normal, incendiary or explosive arrows. New to the bow category is a slingshot, which by default may seem like a useless gimmick since it is just a longer-ranged way to fire zero-damage stones that distract enemies, but bizarrely it can also be used to fire all three types of arrow and fires faster than the compound bow.

RPG-7

A hybrid of the Airtronic RPG-7 and recent Bazalt RPG-7 appears in Far Cry 5 as the "RPG-7," reworked from the regular RPG-7 of the 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. Unlike earlier games, the rockets have propellant vent holes and the reload animation shows the player character cocking the RPG-7 on-screen (by pushing down the lever-like device at the rear of the front grip, which is actually the spur of a revolver-style hammer that strikes upwards: this was previously not an issue because the older games tended to hide the RPG-7's front grip and thus whether this was happening or not) before readying it. Sadly the reload is not all roses as the rocket being inserted is just a rocket: previous games had the rocket's tail assembly attached but no booster charge around it, but this time around even that is missing.

The two rocket launchers each have their own unique behaviour when used with the special "cluster" ammo (explosive and incendiary): on the RPG-7, this switches it to use a round which more closely resembles the TBG-7V thermobaric rocket. The RPG-7's special rockets fly in a long arc and seem to try to detonate a set distance above the ground, firing a ridiculous shotgun-like blast of explosive or explosive incendiary submunitions diagonally forward. If the round hits a target before doing this, it will explode like a standard rocket.

Airtronic RPG-7 - 40mm
RPG-7V1 with PGO-7 scope - 40mm
RPG-7V with PGO-7 scope and TBG-7V thermobaric rocket - 40mm. Note the blue section, which is the booster charge that initially propels the rocket from the launcher and has the rocket's tail assembly inside it
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.
The Deputy holds an RPG-7 equipped with a "Tactical Scope" as her very presence causes random objects to ignite.
Midway through destroying a large statue because it existed at her, she finds an RPG-7, and uses the side-mounted iron sights to completely fail to aim at a helicopter.
Deciding that is is perhaps better to introduce technology into this equation, she takes a shot while using the scope...
...with much more positive results.
Ammo pickup for heavy weapons: note the RPG-7 round is just a rocket without a booster charge.
Loading a special round into the RPG-7 shows that the player model of the rocket also lacks this rather critical component.
Finishing up shows the TBG-7V thermobaric rocket that is used to represent the special cluster rockets.

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 M2 version was previously featured as the high-level rocket launcher in Far Cry 2 and an M3 appeared 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. By default it will launch dumbfire rockets when not aimed and extremely manoeuvrable line-of-sight guided missiles when using the sights. By applying the single optional scope upgrade it gains the additional ability to lock on to vehicles, most usefully aircraft: it is a little fiddly since the lock-on time is quite long and the target box in the scope fairly small. If a missile is fired while locked on it is fire-and-forget, and cannot be redirected in-flight.

Firing special ammunition changes it to use the top-attack mode of the special "LK-1018" launcher from Far Cry 4: as in that game, the fired missile immediately goes vertical, flies up to a set height and then noses over to descend vertically over the point of aim, unleashing its submunitions above the target and carpeting a huge area around it in explosions and / or fire.

Carl Gustav M4 - 84x246mm R
Carl Gustav M4 on the menu. Note the reversed grips and that it incorrectly has an M3-style flip-up front sight: the M4 does not have this.

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." An LPO-50 is not something that would really be found in Montana; any American-made flamethrower would be a better fit, though it would be more likely that the cult would simply fabricate their own home-made flamethrowers rather than going to the trouble of acquiring purpose-built military-grade ones.

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.

Yet another Prestige flamethrower, the "Cleansing Fire," seems to have been added in the update for the second weekly challenge.

LPO-50 flamethrower
The custom LPO-50. As before, it has what appears to be a WW2-era German gas mask container for a fuel tank.
The "look Steve, I just can't think of a name for this one" variant.
The "Flamebearer" variant is indeed well-suited to creating flaming bears.
Montana is apparently experiencing a serious surplus of highly decorated modified Soviet flamethrowers.
People told the Deputy that it was hard to organize a festival, but Burning Man Montana is already a roaring success.
Later, having thrown all semblance of good taste to the wind, she reloads the ludicrously baroque "Flamebearer."

M79 Grenade Launcher

The M79 returns from Far Cry 4 with its stock sawed off and barrel cut down slightly to remove the front sight. 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. Note that for no apparent reason, just enough of the barrel is removed to excise the front sight.
The "Shark Shooter" variant would have been a lot more useful in Far Cry 3.
The Deputy, having not read the instructions, uses her "Shark Shooter" to shoot at some boats. While parachuting, no less.
The results speak for themselves.
The ladder sight returns complete with its magic hands-free operation and lack of any front sight to align with. When using the "Shark Shooter," snapping the ladder sight at NPCs while going "raaaar" is optional, but suggested.
A different stage in the reload animation: as with several other weapons, the old round and new round are both shown with struck primers. This is seen as the Deputy assists a random director in filming a Blood Dragon movie out in the middle of nowhere by killing cultists who are disturbing the set. Yes, really.

Explosives

C4

Two types of C4 explosives can be acquired, both of which seem to be flattened-out M112 demolition charges (though the lettering is obscured) with various bits and pieces added to them to represent detonator circuitry. Remote C4 curiously only seems to allow the placement of one block at a time since throw and detonate use the same button, while proximity C4 charges can be placed freely. The Deputy cannot set off proximity charges they have placed themselves, and both types of C4 can be picked up again if desired.

M112 C4 demolition charge
Remote C4 on the items menu. Note that despite one of the crafting components being depicted as a C4 block it is called "nitro." Carrying around nitroglycerine would not be a good idea unless the Deputy's life goal is to be painted over instead of buried.
The proximity version is a recolor of the same model, with the only real difference being the addition of a silly little laser beam effect coming out of the device at the top. This is not a laser tripwire, and is not longer than it is here when the bomb is placed: it more or less just represents a vague concept of detonation.

Dynamite

Standard 8-inch, 8oz sticks of dynamite are available as thrown explosives, thrown in the same manner as grenades. Dynamite has a longer fuze than grenades, but also creates a much larger explosion, and is especially effective at destroying vehicles. Like grenades, the fuze on dynamite can be "cooked" by holding the throw button (this is fairly easy since the fuze visibly burns), and like all thrown weapons it can still be thrown while driving a vehicle. Making dynamite with the crafting system requires two units of "nitro," and more questionably two "casings" and two "fasteners." It is not clear precisely what the Deputy uses the latter two components for.

The "sticky dynamite" upgrade makes the sticks stick.
The Deputy prepares to make her offering to the Altar of Explosions. Note the lit fuze: luckily there are no consequences to hitting the cancel button and putting a lit stick of dynamite back in your pocket.
The fuze is still shown lit during the throwing animation, and for once the Deputy does not have to worry about whether or not she pulled the pin.

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 is, as in the previous games, the main fragmentation grenade used by the Deputy and enemies, and retains the egg-timer ticking sound heard when thrown in the previous two games. It is a little less common for the player to actually end up using the M26, since unlike the dynamite it cannot be crafted.

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.

Mounted Weapons

Browning M2HB

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
Encountering a mounted Browning M2, the Deputy is seized by the desire to make it fill as much of the screen as possible.

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
The Deputy looks over the rear-facing M2 Aircraft turret of one of the game's fictional "AdjudiCor FBW-2" aircraft. These seem to be a strange cross between a Mustang, a Spitfire and a TBM Avenger.
One side-mission tasks her with recovering the result of a successful experiment aimed at carving a semi truck out of a block of condensed patriotism.

Fictional rotary gun

For reasons that are not entirely clear, in the final game Nick Rye's plane "Carmina" switches from having twin underwing Browning M2 Aircraft machine guns to a chin-mounted rotary gun: this looks like an oversized M134 Minigun. The mounting has no room to fit a drive mechanism and there is no obvious ammunition source or ejection port on the cannon fairing. More bizarrely, the muzzle clamp seems to be a solid version of the one from a General Electric GAU-8/A Avenger rather than the flash hider of a minigun.

Presumably this was done to make the missions in Nick's plane easier than they would be if it had the slower-firing wing-mounted guns that the other variants have.

Dillon Aero M134 with flash suppressor - 7.62x51mm NATO
General Electric GAU-8/A Avenger - 30x173mm
The Deputy is too busy wondering why she can see her dog through Nick's plane to notice its weird armament. The cannon fairing seems to have been such a last-minute addition that Ubisoft didn't even have time to paint it: how it manages to not shoot off the propeller is unclear.
The Deputy decides to get a more dramatic view, showing off the fictional rotary gun as well as two of the four iron bombs Nick's plane is equipped with. These seem to mostly be based on a Mk 81 250lb bomb, though they have a ring tail assembly that bomb does not.

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 Deputy looks over a mounted M60E4: note the lack of any such connecting rod, though at least this version has a belt box. "Mounted" may be exaggerating things a little, though: "somehow not falling off this ledge" is perhaps more accurate.

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.

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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