🛈 Announcement
Greetings! Far Cry forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game.
  1. #1

    What Is The Point In Using A Silencer?

    This is stupid. I went to do an Outpost and I went into the basement and I shot and killed one of Pagan's men with the Stinger with a silencer attached. The stupid thing is the rest of the enemy heard the shots and they knew exactly where I was. How? When I was in the basement I could hardly hear what they were saying and calling. Seeing that I could hardly hear them when I was down there, how did they hear me shooting down there with a silencer? What is the point in using a silencer?

    It the same stupid thing when I'm up on a hill with a sniper rifle with a silencer. I open fire and there's times when Pagan's men hear my shot and they know exactly where I am. How? My shots were silenced and I'm about 100m or more away when I shoot. Also how does Pagan's men know exactly where I am when the shots could have come from anywhere in the middle of nowhere where there's plenty of other hills and mountains.

    I find it stupid that they can here a silenced shot coming from the basement when I can hardly hear them calling outside and they can hear a silenced shot from a sniper about 100m away.
    Share this post

  2. #2
    MikeWeeks's Avatar Senior Member
    Join Date
    Nov 2014
    Location
    So. Calif.
    Posts
    5,741
    The point of a silencer (actually a suppressor) in the Far Cry series of games is to cut down on the radius of the noise generated by the player pulling a trigger.

    If FC4 is like FC3 coding-wise, you pull a trigger on a weapon (firearm), your position is known to the NPCs in the immediate area - the only question is, how many, and is enough noise generated to result in the spawning of additional NPCs?

    I will assume that the coding is such that whatever noise generated by the NPC in being killed also gets registered.

    FC4 is like FC3 - you fire and move, fire and move.

    In the example of going to the basement to take out a patrolling guard - you do so with a knife, either in throwing or via takedown (or use a bow), and hid the body just to be sure that the coding doesn't change another' NPCs patrol pattern as a result of one NPC being eliminated.

    Knowing how the game is coded makes it a lot easier to plan your moves - whether in free-roam, or in attempting to capture an outpost. At least it has for my style of play.
    Share this post

  3. #3
    The reason why they heard you is probably this :

    The AI is made that way : When you headshot someone with a surpressed weapon so he dies of your actual first shot out of that weapon wich hits him , its all fine and you stay undetected however if you fire him in the chest first so your first bullet wich hit him isent actually a immediately dead causing bullet the ai is triggert to alert . The Ai system is very cheap interms of behavoir and design .
    Share this post

  4. #4
    Originally Posted by MikeWeeks Go to original post
    The point of a silencer (actually a suppressor) in the Far Cry series of games is to cut down on the radius of the noise generated by the player pulling a trigger.

    If FC4 is like FC3 coding-wise, you pull a trigger on a weapon (firearm), your position is known to the NPCs in the immediate area - the only question is, how many, and is enough noise generated to result in the spawning of additional NPCs?

    I will assume that the coding is such that whatever noise generated by the NPC in being killed also gets registered.

    FC4 is like FC3 - you fire and move, fire and move.

    In the example of going to the basement to take out a patrolling guard - you do so with a knife, either in throwing or via takedown (or use a bow), and hid the body just to be sure that the coding doesn't change another' NPCs patrol pattern as a result of one NPC being eliminated.

    Knowing how the game is coded makes it a lot easier to plan your moves - whether in free-roam, or in attempting to capture an outpost. At least it has for my style of play.
    I know it's also a suppressor.

    Also, why is it I can just about hear them calling each other when they were outside when I was in the basement and their calling makes more noise than a silencer/suppressor and they heard me clearly when I fired one shot and they knew straight away where I was when I made a lot, lot less noise than what they did. My gun never made a noise at all, only a quiet sound.

    There's still the question I asked about sniping.
    Share this post

  5. #5
    Originally Posted by clockner Go to original post
    The reason why they heard you is probably this :

    The AI is made that way : When you headshot someone with a surpressed weapon so he dies of your actual first shot out of that weapon wich hits him , its all fine and you stay undetected however if you fire him in the chest first so your first bullet wich hit him isent actually a immediately dead causing bullet the ai is triggert to alert . The Ai system is very cheap interms of behavoir and design .
    What are you talking about?
    Share this post

  6. #6
    I haven't noticed this, not even once. I bet you shoot the enemies so that other enemies can see their dead bodies. Or then you just miss.
    Share this post

  7. #7
    MikeWeeks's Avatar Senior Member
    Join Date
    Nov 2014
    Location
    So. Calif.
    Posts
    5,741
    Originally Posted by Orca_Amity Go to original post
    I know it's also a suppressor.

    Also, why is it I can just about hear them calling each other when they were outside when I was in the basement and their calling makes more noise than a silencer/suppressor and they heard me clearly when I fired one shot and they knew straight away where I was when I made a lot, lot less noise than what they did. My gun never made a noise at all, only a quiet sound.

    There's still the question I asked about sniping.
    It's only a suppressor, it's not also a silencer. But for game play understanding, a minor point.

    What a player hears within the game (may that be from the AI, or from you pulling a trigger) does not always equate to what's been coded regarding how the AI is going to react to the actions a player undertakes.
    Share this post

  8. #8
    MikeWeeks's Avatar Senior Member
    Join Date
    Nov 2014
    Location
    So. Calif.
    Posts
    5,741
    Originally Posted by Patu Go to original post
    I haven't noticed this, not even once. I bet you shoot the enemies so that other enemies can see their dead bodies. Or then you just miss.
    The example of killing the NPC in the basement is not one of the other enemies seeing any body - unless - it's because of the bad u-b-soft coding that allows for bodies to "bleed thru walls", if placed too close to any wall that another NPC might look at from the other side in the normal case of non-alert status.

    My experience is that wall bleeding is far worse in FC4 than it is in FC3 - unfortunately.
    Share this post

  9. #9
    MikeWeeks's Avatar Senior Member
    Join Date
    Nov 2014
    Location
    So. Calif.
    Posts
    5,741
    Originally Posted by Orca_Amity Go to original post
    What are you talking about?
    Clockner most likely is referring to the possible difference in coding of a "clean" one-shot head kill versus a shots to the body.
    Share this post

  10. #10
    You mean when I killed one enemy in a basement alone when they heard the silent shot and never saw the body?
    Share this post

Page 1 of 5 123 ... Last ►►