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  1. #1

    Can the silencers be fixed please?

    When I kill an enemy that's by himself with a suppressor, it shouldn't alert the entire camp when nobody saw it.
    Yeah it may be more realistic seeing as silencers in real life aren't very silent.
    But most people don't play video games for realism.
    I just want to be stealthy the way I enjoy & right now it's not that great.
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  2. #2
    I agree totally.

    I know this is not IRL, but if you have ever shot a suppressor, the difference is not huge. Maybe they are trying to go the slightly more realistic gun mode?
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  3. #3

    Why do auto-guns?

    Considering this is Ubisoft's 5th version of this game...I am disappointed. They also hardly show the alarms you need to disable to avoid bringing in more wing-nuts?

    I found the magnum was more affective than any Auto-matic that basically wasted ammo.

    You can't make more than one game as the new game over-rides the previous?
    How lame is that?
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  4. #4
    For what I can tell it doesn't alert the entire camp if no one saw it.
    I've gone through countless of outposts with silenced AR-C getting enemies one by one without alerting anyone
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  5. #5
    Yeah, i was was like WOT!? when i saw there is only one save haha, my GF was wanting to do a playthru also but she will have to wait til im done i guess
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  6. #6
    Flanker1Six's Avatar Senior Member
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    For some reason Ubi has been stuck on this one save for play though thing for quite a while. State of the art; yes?
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  7. #7
    i don't seem to have this problem...

    in my opinion the AI in this game is deaf and blind at times...

    you can SPRINT up to an enemy and do a takedown before they hear you AND chain-kill other people before they notice either, its rediculous at times.
    no other farcry game's AI was that oblivious ... playing on hard and this game feels quite too easy at times.

    i also never had a problem with silenced weapons... hell, i once shot a guy with a .50cal sniper from like 30m range and the dude standing ~5-7m away (facing away too) didn't even flinch.
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  8. #8
    NLxAROSA's Avatar Senior Member
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    While enemies won't hear the shot, they will definitely hear bullet impact...
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  9. #9
    Originally Posted by NLxAROSA Go to original post
    While enemies won't hear the shot, they will definitely hear bullet impact...
    This. The Dunia engine uses a simplistic set of triggers for AI, Oddly enough most of them are sound based. The silencer removes the "bang" radius of a gun firing (which is centered on the players location), but there is still an impact radius (even on "silenced" rounds sic). There also was a "whiz" radius that checked along the bullets path that could alert if you missed nearby, but I'm not sure that is still set in FC5 (it was a rather hefty 3m/10' in the last two games).

    Additional sound alerts include character movement and landing from a fall or drop.

    Most likely either someone did see the guard die or some form of noise triggered a nearby guard (note that walls, floors, and ceilings do not typically block these alert checks), but suppressors do make the guns stop alerting simply from firing. This is easy to test by sneaking near an enemy and firing a suppressed weapon straight into the air.

    In any case the AI in this entry take a VERY long time to react compared to other Far Cry games and so you can often kill them seemingly quite noisy without alerting anyone even if they turn and fully spot you. This combined with being able to perform front takedowns does make things a bit easy... hell you can hilariously run circles around an enemy and crack their neck. Their reaction time is quite... slow. Even for someone as old as I am :O
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  10. #10
    I'd rather wish they fixed so bullets doesn't vanish and you can use a silencer from a distance to take people out instead. Perhaps not everyone should be super alerted right away if one shot with a silencer goes off. Bit I really don't mind that it's more to the realistic side of things. A good balance of gamey and realism
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