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Difference between revisions of "Far Cry 6"

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==FN FAL==
 
==FN FAL==
The [[FN FAL]] returns after an absence of four games simply as the "FAL". It appears to be the Austrian StG 58 version with a wooden stock and also appears to use a mirrored railed top cover mounted ''over'' the factory dust cover when using optics or as seen on the third person world model.
+
The [[FN FAL]] returns after an absence of four games simply as the "FAL". While the description's statement it is "Brazilian" implies it's supposed to be an IMBEL made FAL, it actually appears to be the Austrian StG 58 version with a wooden stock and also appears to use a mirrored railed top cover mounted ''over'' the factory dust cover when using optics or as seen on the third person world model.
 
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]
 
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|450px|FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]
 
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. Note the ad-hoc red dot sight composed of a laser pointer and canned fish tin can which appears to have been inspired literally by a ''"[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]"'' Youtube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]
 
[[File:FarCry6FAL-1.jpg|thumb|none|600px|Dani slinks toward a Yaran military checkpoint. Note the ad-hoc red dot sight composed of a laser pointer and canned fish tin can which appears to have been inspired literally by a ''"[https://www.youtube.com/watch?v=SqhRtSr-f-U How to Make a Red Dot Sight $3]"'' Youtube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.]]

Revision as of 22:28, 9 October 2021


Far Cry 6
FarCry6CoverArt.jpg
Release Date: October 7, 2021
Developer: Ubisoft Toronto
Publisher: Ubisoft
Series: Far Cry
Platforms: PS4
PS5
Xbox One
Xbox Series X
Windows PC
Google Stadia
Genre: First-person shooter


Far Cry 6 is the sixth main installment in the Far Cry series, developed by Ubisoft Toronto. It was released on October 7, 2021 for PS4, PS5, Xbox One, Xbox Series X, Windows PC, and Google Stadia.

It is set on the fictional Caribbean island-nation of Yara, which takes inspiration from Cuba, ruled by dictator Antón Castillo (portrayed by Giancarlo Esposito). After years of his iron-fisted rule, Yara has exploded into a revolution. The player controls new, customizable protagonist Dani Rojas, a revolutionary who embarks on a guerrilla war against Castillo's regime.


The following weapons appear in the video game Far Cry 6:


Handguns

Beretta 92FS

The Beretta 92FS model from Far Cry 5 as the "M9". The weapon's frame now resembles the standard 92FS model alongside the slide, while the barrel remains that of the 92FS Inox model. As before, the pistol has a 10-round magazine, though its capacity cannot be increased this time around. As a rank 1 weapon, it can be found in stashes right from the beginning of the game, and it acts essentially as a straight upgrade to the starting PM pistol. Despite shooting a more powerful round, the M9 has identical base damage to the 9x18mm Makarov.

A unique variant, known as "Pistola Sportiva", that features a racing-style paint scheme is found at El Maratón Field.

Beretta 92FS - 9x19mm Parabellum
The pistol in the game's arsenal. While that description may have been true 30 years ago, it certainly isn't now.

Beretta 92FS Inox

Applying the "Tire Smoke" skin to the pistol turns it into a full Beretta 92FS Inox.

The Inox in the arsenal.

Beretta 93R "Auto 9"

The Beretta 93R "Auto 9"-inspired "AJM-9" pistol from Blood Dragon is available to those who purchase the game's season pass. Unlike the somewhat down-to-earth variant that appeared in Far Cry 4, the AJM-9 in 6 returns to the silliness of its source material, retaining the sci-fi lights, "laser" ammunition, and wacky reload animation where a magical force draws the magazine into the weapon. The suppressor is integrated into the weapon and can no longer be removed, but the weapon can now make use of the select-fire system introduced in the previous game, allowing it to fire full-auto.

Beretta 93R "Auto 9" - 9x19mm Parabellum
The weapon in the game's arsenal. Unlike many other weapons in the game, the AJM-9 has a description that is not at all misleading.

Desert Eagle Mark XIX

The Desert Eagle Mark XIX is available in the base game at rank 4. In a first, it is known as the "Desert Eagle" rather than the "D-50".

Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE

FN Five-seveN

The FN Five-seveN is seen in the Post Launch Overview Trailer and is also in the game files as the "USG 5.7" (referring to an older variant of the same pistol), but is not in the game as of the present.

FN Five-seveN FDE - 5.7x28mm

Luger Carbine

Two variants of the strange stockless and too-short Luger Carbine from 5 appear, both as unique weapons. The first, a pistol named "El Regalo de Clara", is obtained by completing one of the game's special operations.

The other, known as the "Serenity", can only be purchased through the in-game store using Far Cry Credits. The Serenity, a not-subtle reference to the 2005 film of the same name, features a dark and clean finish. A series of cuts have been made into the barrel, and the frame is adorned with a pair of glowing red lights, while a green one sits on the weapon's magazine - all of these modifications being perhaps an unintentional homage to the tendency for science fiction films to make weapons appear futuristic by simply adding random parts and lights to them.

The standard "P08-L" variant from the previous game is entirely absent.

Luger Carbine - 7.65x21mm Luger
The Serenity in the in-game store page. Nathan Fillion already answered the question poised by the description.

Makarov PB

The Makarov PB can be obtained if the player purchases the "King & Country Bundle" from the in-game store. Reusing the model that was made for the Dead Living Zombies DLC in the previous game, the pistol is now known as the "Double-O". The primary suppressor is no longer treated as an attachment and cannot be removed. The weapon has a higher base damage than the PM despite firing a weaker variation of the same cartridge. The theme of the add-on pack it is in indicates it is probably a substitute for the Walther PPK.

Makarov PB with secondary suppressor - 9x18mm Makarov
Why the game expects anyone to believe that British special intelligence operatives would use a fairly rare Soviet-produced handgun as standard issue is anyone's guess.

Makarov PM

The Makarov PM appears, incorrectly referred to in-game as the "PMM". An empty PM is the very first firearm that the player acquires, right after completing the prologue. The PM is also the weapon used by Dani in almost every cutscene, whether or not it is in the player's inventory. PMs will occasionally be drawn by hostile NPCs, but like all other NPC weapons in the game, cannot be picked up.

A unique variant, called "The Autocrat", is found in a footlocker in Fort Quito.

Makarov PM - 9x18mm Makarov
The PM visible in the arsenal. The description's claims are rather shaky - one would need a pair of boots large enough to be conspicuous even lacking the pistol in order to properly conceal a Makarov, and the ability for the 9x18mm cartridge to effectively stop an animal that can weigh over 20 kilograms is dubious, to be charitable.

Orion Flare Gun

An Orion Flare Gun, seen in the game's cinematic trailer, also makes a minor appearance in the game, drawn and fired in a very short animation sequence when calling for reinforcements. However, it cannot be obtained for use by the player.

Orion Flare Gun - 12 gauge

SIG-Sauer P226R

The SIG-Sauer P226R from 5 returns as a fourth rank sidearm. Like before, the default variant is at an odd place in the weapon roster, as it is unlocked considerably later than other, more useful sidearms.

SIG-Sauer P226R - 9x19mm Parabellum

Stechkin APS

The Stechkin APS is available as one of the game's sidearms, appearing as the "6P13 Auto". Like the "6P9" name for the Makarov PB from games' past, the "6P13" name is a reference to the GRAU designation of the APB pistol. By default, it is fitted with a stock and drum magazine, which incorrectly holds 40 rounds instead of 80/84 like the real drum.

Stechkin APS with shoulder stock - 9x18mm Makarov
An APS fitted with a homemade laser sight, drum magazine, and stock, presumably the APS's own combination stock/holster.

Smith & Wesson SW1911

As in 5, an M1911A1-style pistol, mostly modeled after the Smith & Wesson SW1911, appears as the "1911". It is no longer the default sidearm, and is instead unlocked at rank 2.

Smith & Wesson SW1911 - .45 ACP

Webley Mk VI

The Webley Mk VI revolver makes its return from Far Cry 4, now correctly referred to as the "Mark VI". It is unlockable at rank 2.

Webley Mk VI - .455 Webley

Submachine Guns

Beretta PM12S

Purchasing the "Rainbow Six Siege Bundle" grants the player access to a Beretta M12 called the "São Paulo Stinger", much like the one wielded by operator Caveira in the game the bundle is named after.

Beretta PM12S - 9x19mm Parabellum
The São Paulo Stinger in the store.

Cobray M11/9

The Cobray M11/9, returning as the "SMG-11", is the second machine pistol that can be unlocked.

Cobray M11/9 SMG - 9x19mm Parabellum

CZ Skorpion vz. 61

The Sa vz. 61 Skorpion is the first available machine pistol, and is the standard weapon used by Yaran military officers.

Sa. vz. 61 Skorpion - .32 ACP

Heckler & Koch MP5A3

The staple Heckler & Koch MP5A3 with a vented handguard makes a sort of sneaky return to the game, only having been made available as part of the in-game "black market" as a reward for completing special operations.

Heckler & Koch MP5A3 - 9x19mm Parabellum
Vented handguard for MP5 and HK94
The MP5A3 in the store. It's not really clear what the description means by calling the MP5A3 a "security-grade" weapon, but the MP5 has indeed been used by various dissident factions and the Pontifical Swiss Guard.

Heckler & Koch MP5K

The Heckler & Koch MP5K returns from 5 as the "MP5K", being a second rank SMG.

Heckler & Koch MP5K - 9x19mm Parabellum

Heckler & Koch MP7A1

The Heckler & Koch MP7A1 is classed as a submachine gun and appears as the "MP7". It is the final SMG that can be unlocked, at rank four.

Heckler & Koch MP7A1 - 4.6x30mm

MP40

The MP40 returns from Far Cry 5 as a rank two SMG.

MP40 with brown bakelite lower receiver - 9x19mm Parabellum

PP-19 Bizon-2

The left-handed PP-19 Bizon-2 appears as the "BZ19" yet again, and is a rank two SMG alongside the MP40 and MP5K.

PP-19 Bizon-2 with stock folded - 9x18mm Makarov

PPSh-41

PPSh-41s appears as a rank three SMG.

PPSh-41 with 71-round drum - 7.62x25mm Tokarev
A PPSh-41 is fired in combat with a regime patrol.

Steyr MP34

The Steyr MP34 returns from the past two installments as a rank three SMG.

Steyr MP34 - 9x19mm Parabellum
Dani tip-toes around Yara's capital city with an MP34 at the ready.

TDI Vector

The TDI Vector makes a reappearance in the game, only being available as special variant called the "Yarapunk Sidepiece" in the "Yarapunk Bundle".

TDI Vector SMG - .45 ACP
The Yarapunk Sidepiece in the store. The skin has quite a lot going on.

Shotguns

Baikal MP-133

The Baikal MP-133 returns once more as the "M133", unlockable at rank 2. However, it uses a different model and is no longer the standard shotgun utilized by NPCs.

Baikal MP-133 - 12 gauge

Double Barrel Shotgun

The "SBS" Double Barrel Shotgun returns from 5, unlockable at rank 2. The default skin shows it considerably more worn and dirty than before.

L.C. Smith shotgun - 12 gauge

Franchi SPAS-12

The left-handed SPAS-12 from before returns in 6, now relegated to being a mid-tier shotgun unlocked at rank 2.

Franchi SPAS-12 without stock – 12 gauge

Kel-Tec KSG

A Kel-Tec KSG is considered the game's high-end pump shotgun and is unlockable at rank 3.

Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge
A KSG used at a shooting range.

SRM Arms Model 1212

The SRM Arms Model 1212 appears as the "RMS-18". The game claims its designation means "Rotary Magazine Shotgun" and is a clear twist on the real company's name, though interestingly, the real world "SRM" is not actually an acronym for anything.

SRM Arms Model 1212 - 12 gauge

Winchester Model 1887

A sawed-off Winchester Model 1887 appears, (satisfyingly but also oddly) replacing the MP-133 as the standard shotgun used by NPCs in the game.

Sawn-off Winchester Model 1887 (Norinco replica) - 12 gauge

Rifles

AKM

The AKM from 5 appears essentially unchanged, and is the standard-issue for the Yaran military as well as allied rebels. The default AKM is once again referred to as the "AK-47" and is unlocked at rank 1, while the variant equipped with tactical furniture is referred to as the "AK-M".

AKM - 7.62x39mm
Yaran troops open fire with AKMs in the "Introducing Dani Rojas" trailer. This shot appears to be mirrored, as the controls are seen on the left-hand side of the rifle.
AKMs in the hands of Yaran forces, now with right-handed controls. Note the somewhat oddly-proportioned stock.
Not be to outdone, Dani equips an AKM fitted with a budget reflex sight.

"AR-C"

The fictional "AR-C" rifle from 5 is once again available, being made available for unlock at rank 2. Though mostly unchanged from its prior incarnation, it no longer sports the disconnected weapon strap at the front of the handguard. A handful of friendly NPCs use AR-Cs without any sights in the place of AKMs (probably from reused code from the previous game), and FND soldiers are shown wielding them in certain cutscenes, but never in game.

AS Val

The AS Val appears under its real world name, unlockable at rank 3.

AS Val - 9x39mm
Dani reloads an AS Val as the cavalry arrives (literally).

DSA SA58 OSW

The DSA SA58 OSW appears as the game's final unlockable assault rifle, named the "SSGP-58" in-game.

DSA SA58 OSW Carbine - 7.62x51mm NATO

FN FAL

The FN FAL returns after an absence of four games simply as the "FAL". While the description's statement it is "Brazilian" implies it's supposed to be an IMBEL made FAL, it actually appears to be the Austrian StG 58 version with a wooden stock and also appears to use a mirrored railed top cover mounted over the factory dust cover when using optics or as seen on the third person world model.

FN FAL with G1/StG 58 forend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.
Dani slinks toward a Yaran military checkpoint. Note the ad-hoc red dot sight composed of a laser pointer and canned fish tin can which appears to have been inspired literally by a "How to Make a Red Dot Sight $3" Youtube video. Even more bizarrely, what appears to be either an actual reflex or standalone rear sight is mounted in a canted position just behind it.
Dani points an FAL at a yet-to-be-named-but-presumably-important story character.

HS Produkt VHS-D2

The HS Produkt VHS-D2 that was added to 5 in a Live Event appears again as the "BP-2", unlockable at rank 2.

HS Produkt VHS-D2 - 5.56x45mm NATO

M16A1

An M16A1, reusing the model from Hours of Darkness appears, unlockable at rank 2.

M16A1 with 20 round magazine - 5.56x45mm NATO
Blasting away with an M16A1. Note the presence of an F-1 hand grenade inspired charm.

Marlin Model 1894

The shortened "45/70-T" variant of the Marlin Model 1894 from 5 appears once more, being unlockable right at the start.

Marlin Model 1894 - .44 Magnum

Mosin Nagant M38 Carbine

Two variants of the Mosin Nagant M38 Carbine appear as special weapons. Following the Far Cry trend, both of the Mosin rifles will grow an optic rail over top of the existing rear iron sight in order to accommodate any additions. The first variant, a rifle referred to as the "Eastern Front", is a mostly stock M38 adorned with straps containing an ammo pouch and package of bandages. The Eastern Front can be obtained as part of the "Motherland Bundle" in the game's store, but is also available through the game's black market.

The other rifle, the "White Lotus", has a darker wood stock with ornate gold etchings, and much of its metal parts painted gold.

Mosin Nagant M38 Carbine - 7.62x54mmR
The Eastern Front in the store. The name "Anna" is carved into the side using Cyrillic letters.
The White Lotus in the store.
In a neat twist on the game's general lack of reload variance, Dani will actually hand load the correct amount of new cartridges when performing a partial reload...
... and use a stripper clip to load all five rounds when empty.

OTs-14-1A-01 Groza

The OTs-14-1A-01 Groza is featured as the "BP-RUC", unlockable at rank 2.

OTs-14-1A-01 Groza - 7.62x39mm

OTs-14-4A-02 Groza

The OTs-14-4A-02 Groza is featured as the "BP-SMG", incorrectly classed as a submachine gun.

OTs-14-4A-01 Groza - 9x39mm

SKS

The SKS appears as one of the game's rifles. Oddly, it is one of the last available rifles (as it is unlocked in rank 4), long after several weapons that should be more advanced.

SKS with no bayonet - 7.62x39mm
Dani examines a standard SKS, sadly missing its bayonet.
A modified SKS, fitted with a homebrew optic attached to a railed foreend. It appears that Far Cry 6 will be following series tradition of guns growing a rail whenever the need arises.

Springfield Armory M1A SOCOM 16

The Springfield Armory M1A SOCOM 16 appears as the "MS16 S", like in 5. It has an incorrect 15 rounds in a 20 round magazine.

M1A SOCOM 16 - 7.62x51mm NATO

Unidentified AR variant

A carbine AR variant is seen in the cinematic title sequence trailer.

Sniper Rifles

Accuracy International Arctic Warfare/Alejandro hybrid

The "Yaran SR-A" appears to be a hybrid between an Accuracy International Arctic Warfare and a Cuban Alejandro rifle. It is the game's default sniper rifle, available at rank 1. It is used by both enemy and allied snipers.

Accuracy International Arctic Warfare - 7.62x51mm NATO
A Yaran sniper armed with an AW. The barrel is one of the elements borrowed from the Alejandro rifle, as it has no muzzle brake and a set of iron sights.
Dani equips an AW of their own.

"AR-CL"

The strange DMR version of the "AR-C" from the previous game reappears in one of 6's DLC trailers, being used by Joseph Seed in an expansion set during the events of 5 from his point of view. It does not appear in the base game.

Barrett M82 "Cobra Assault Cannon"

Also returning from Blood Dragon is the "Kobracon", a modified Barrett M82 that originally appeared as the "Cobra Assault Cannon" in Robocop. Like the AJM-9, the Kobracon is attainable for those who own the game's season pass.

Barrett M82 - .50 BMG

CZ 527

The rifle based on the CZ 527 from 5 returns as the "308 Carbine", now appropriately classed as a sniper rifle instead of being lumped in with the game's ARs. It maintains the inaccuracies of the previous game's rifle, including the impossible five round capacity. Oddly enough, the weapon is treated as a higher tier unlockable than the Arctic Warfare, being unlockable at rank 2 despite being a civilian weapon.

CZ 527 Youth Carbine with 5-round magazine - 5.56x45mm NATO

Desert Tactical Hard Target Interdiction

The Desert Tactical Hard Target Interdiction returns from 5 as the "MBP .50" and is the last unlockable sniper rifle.

Desert Tech Hard Target Interdiction - .50 BMG

SVD Dragunov

The Far Cry customary left-handed SVD Dragunov makes another appearance in Far Cry 6, usable at rank 3.

SVD Dragunov - 7.62x54mmR

Machine Guns

Heckler & Koch HK21E

The Heckler & Koch HK21E appears as the "MG21" and is the game's rank 3 machine gun unlock.

Heckler & Koch HK21E - 7.62x51mm NATO

M249 SAW

The M249 SAW makes an appearance as a rank 4 machine gun. Like the version from the previous game, most of its furniture comes from a modern M249, but it uses the old school paratrooper stock.

New FNH USA M249 SAW - 5.56x45mm NATO

M60

The full-sized M60 from the previous game's Hours of Darkness expansion is available, appearing as the "M60 NV". unlockable at rank 2.

M60 - 7.62x51mm NATO

M60E3

An M60E3 is seen in the game's cinematic title sequence trailer. It does not appear in the game itself.

M60E3 machine gun - 7.62x51mm NATO

MG42

The same MG42 with a side-mounted grip from Far Cry 4 and 5 continues to appear in 6. It is one of the last machine guns to be unlocked, at rank 4.

MG42 - 7.92x57mm Mauser

RPD

Cut-down RPDs are featured as the primary machine gun used by the Yaran military, and is unlockable at rank 1.

RPD with short barrel - 7.62x39mm
Dani holds a custom RPD. This RPD is fitted with a foregrip and a short barrel. As is series tradition, the rounds in the belt have struck primers.

Launchers

Carl Gustav M4

Once again, the Carl Gustav M4 (M3E1 in current US trials) is the game's high-level rocket launcher, known as the "RAT4".

Carl Gustav M4 - 84x246mmR

M79 Grenade Launcher

The M79 Grenade Launcher continues with its sawed-off appearance from the past two games.

M79 - 40x46mm

RG-6

A stockless RG-6 appears as the "MGL-6" and is unlocked at rank 3. It appears to use Western 40x46mm grenades rather than the proper VOG-25.

RG-6 - 40mm VOG-25
Loading an RG-6 with Western-style 40mm grenades (which have Cyrillic text printed on the casings) after ejecting spent casings from a caseless grenade launcher.

RPG-7

The RPG-7 acts as the main anti-vehicle weapon, and is the standard launcher for the Yaran military as well as rebel forces.

RPG-7 - 40mm

Explosives

F-1 Hand Grenade

Mock F-1 hand grenades appear as decorative attachments on several weapons, including the M16A1 and RG-6.

F-1 hand grenade

M26 Hand Grenade

The M26 Hand Grenade is once again the standard fragmentation grenade, with no mechanical alterations from the past four installments.

M26 hand grenade

"Resolver" Weapons

Far Cry 6 introduces a new class of improvised weapons to the game as "Resolver" weapons (as well as attachments), referencing the Yaran populace's ability to solve their problems with ingenuity (in this case, a severe lack of weapons.) Several of these "Resolver" weapons are totally improvised firearms, or make use of factory-made weapons in their designs.

Makeshift Handheld Minigun

A makeshift handheld minigun made out of an old motorcycle engine and pipes fashioned appears as "El Pequeño" among the "Resolver" weapons available to Dani. It seems to be modeled after the minigun from Terminator 2 with triple barrels like a General Dynamics GAU-19/A.

Airsoft handheld M134 Minigun with 'Chainsaw grip' - (fake) 7.62x51mm
General Dynamics GAU-19/A - .50 BMG
Revving up the homemade minigun.

MTs255

A cut-down MTs255 appears in the game as "El Muro", one of the "Resolver" weapons. With El Muro equipped, the MTs255 is deployed alongside a large hydraulic shield which blocks gunfire, making it into a sort-of improvised riot control weapon. Strangely, the MTs255 cannot be equipped without the shield, though there is no explanation as to why.

Photoshopped Sawn-off MTs255 - 12 gauge

Pieper Revolving Carbine

A Pieper Revolving Carbine appears in the game as "La Varita", one of the last unlockable "Resolver" weapons.

Pieper Revolving Rifle - 8x50mmR Pieper
Dani examines a Pieper and wonders if any of the major online ammo retailers have 8mm Pieper ammo in stock and have free shipping to Yara.

Mounted Weapons

Browning M2HB

The Browning M2HB appears as one of the game's three main mounted machine guns alongside the M2 Aircraft and DShK, being found as both part of static emplacements and mounted on certain vehicles. The M2HB is very inconsistent, however - the majority of the static variants found throughout the game world have a comically slow rate of fire (comparable to semi-automatic fire) but appropriately high damage, while the vehicular variants have an extremely high rate of fire but conversely deal low damage, being unable to kill even unarmored targets with a single shot. To add to the confusion, a small number of static M2HBs get the same stats as the vehicular ones, making it generally impossible to tell the performance one would get in advance.

Breaking from the tradition of previous games, static M2HBs have a limited reserve of ammunition, with only 240 rounds that cannot be refilled. Vehicular M2HBs retain their infinite supply of ammunition, though they overheat noticeably more quickly.

Browning M2HB - .50 BMG
A static Browning M2HB nested within a bunker. Either the mount was sealed into the concrete, or the weapon is suspended through some sort of magical physics, as there is nothing obviously preventing the M2HB from falling straight over.
An M2HB mounted atop an FDN UAZ-469.

Browning M2 Aircraft

The Browning M2 Aircraft can be seen as the most common static weapon in the game, as well as mounted as fixtures on some vehicles. The M2 Aircraft behaves more like the mounted FN Minimi/M249 SAW-inspired weapons from earlier installments in the franchise, firing extremely fast but dealing pathetic damage, though this time it is a .50 BMG that is performing poorly. Adding to the weirdness, most of the vehicular M2 Aircraft machine guns instead have the abysmally slow fire rate of the static M2HB, leading to the inevitable conclusion that Yara's heavy machine guns are mechanically confused.

The coaxial machine gun on FDN military T-54/T-55 tanks also appears to be an M2 Aircraft judging by the barrel, rather than an appropriate SGMT or Degtyaryov DT.

Browning M2 Aircraft, Flexible - .50 BMG
A static Browning M2 Aircraft found at one of the many checkpoints throughout the game world. The M2 Aircraft is hooked up to a DShK-inspired belt box instead of one more appropriate for the design.
Dani points the M2 Aircraft toward the sky, showing the machine gun off for the camera. In typical Far Cry-fashion, the primers on the cartridges have already been struck.

DShK

The DShK returns from past installments as a mounted machine gun available in static emplacements and on certain vehicles (such as Yaran T-54 tanks and Mi-8 helicopters.) In a first for Far Cry, it is one of multiple mounted heavy machine guns available, and has a limited pool of ammo of 240 rounds like the others. Compared to the Browning M2HB and M2 Aircraft, the DShK acts as a sort of "middle of the road" machine gun that balances rate of fire and damage, and it behaves most like the M2HB and DShK from previous installments. As a static weapon, the DShK is noticeably rarer than the other machine guns.

DShKM on tripod - 12.7x108mm
The profile of a static DShK.
Manning the same DShK from before and looking off toward the horizon, Dani contemplates the FDN's logic in mounting a heavy machine gun on a platform directly facing massive fuel tanks on an oil rig.
A DShK seen mounted on an FDN T-54/T-55. These tanks are known in-game as "1944 Petrov HS-100s". For a T-54/T-55, 1944 would be too early - the design phase did not begin until 1945, and it would not be until 1947 that the first tanks would enter service. However, 1944 is the year that the relatively obscure T-44 tank, the direct predecessor of the T-54/T-55, was first produced. Still, it is mostly anachronistic, as T-44s were never exported, and the tank model in Far Cry 6 has none of the distinct features of the T-44 anyway.

Mounted QLZ-87

The mounted QLZ-87 from 4 return as possibly the rarest of static mounted weapons in the game (the standalone variant is unfortunately not available.) Like the other static weapons, the QLZ-87 has a limited supply of grenades that cannot be refilled.

QLZ-87 - 35x32mmSR
A QLZ-87 as seen through a sniper scope.

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