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Far Cry 5
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. |
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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 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 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" .
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 an M11/9 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.
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 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 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.
Submachine Guns
Cobray M11/9
The "SMG-11" in this game, rather than being a MAC-10 as in several other recent Ubisoft titles, is a Cobray M11/9, or to be more exact an SWD M11/9 since it is select-fire and has the correct pin placements and fire selector location. It can be distinguished from an Ingram-made MAC by almost symmetrical length of the receiver forward and rear of the pistol grip, as opposed to the shorter rear of a MAC. In the initial Far Cry 5 demos it was called the "M11A1." Markings on the M11/9 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.
CZ Skorpion Vz.61
The Sa. Vz.61 Skorpion returns in Far Cry 5 as the "Skorpion." Like the M11/9, 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 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.
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 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 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.
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 M11/9, 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.
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.
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.
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 domestically produced pump-actions from Remington, Ithaca or Mossberg, 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 when switching ammo types, without any animation for unloading the shotgun first.
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).
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.
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.
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.
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.
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.
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.
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.
Even more bizarrely, and completely incorrectly, it plays a stock M1 Garand "ping" sound when the last shot in the magazine is fired.
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.
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."
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.
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.
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 GM6s are not incredibly common in the United States; any other semi-auto .50 cal rifle such as a Barrett M82 would make more sense.
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.
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.
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.
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.
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.
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.
M79 Grenade Launcher
The M79 grenade launcher returns from Far Cry 4 with its stock sawed off and barrel cut down slightly to remove the front sight: as before this is probably based on the cut-down "pirate gun" M79 used by US Special Forces, though the latter is a much more drastic modification with the barrel cut down to just in front of the rear sight bracket, the rear sight removed, and a small reflex sight fitted to the barrel just in front of the breech.
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.
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.
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.
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.
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.
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 trucks and in static positions. As has become standard for mounted guns in Far Cry games, they have infinite ammunition and never need to be reloaded, and are instead governed by a heat gauge. The Deputy still subscribes to the patented Jason Brody method of dealing with heat build-up, and will pull the charging handle to make it not hot if it overheats.
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.
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.
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. In the M60's case, if it is allowed to overheat, just hitting it a couple of times seems sufficient to banish the warmth from it and get it working again.
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.
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.