Well, it's Far Cry. There could be an arms dealer.Originally Posted by Fae_Dravin Go to original post
I hope that they will add even older weapons or at least more weapons of that same era. Far Cry 5 had for the most part more or less the same old weapons from before with some new aged ones but from different inconsistent eras. Thats not a bad thing at all, but I would like it more if they added more weapons from different corresponding eras and wars instead of being like a random mix.
I've never cared for old time weaponry, my primary concern with the weapons in FC6 is their talk of the makeshift weapons. I just hope that isn't the majority of what we have at our disposal in this title. I still want there to be legit, normal, modern weapons in the game as well, enough of them and with enough variety to them that we can forego the cobbled together ones if we choose. Nothing about the pieced together weapons is appealing to me at all, so I really hope they have plenty of regular weapons on offer as well.
Far Cry New Dawn's rusty weapons were legit, normal, modern weapons despite being rank 1. Since Far Cry 6 is not set in the post-apocalypse, it could be the opposite. I'm speculating the best weapons in the game may be modern weapons in pristine condition. Although I don't want the bullet sponge game mechanics from Far Cry New Dawn to carry over to a numbered sequel, so it could be a weapon skin you can choose.Originally Posted by HorTyS Go to original post
Oh I'm going off the (hopeful) assumption that the tiered weapons and enemies are a thing of the past never to return again. I just have no interest in playing a FarCry where my main weapons are a muffler guns and saw blade launchers, so I hope there are plenty of real (well, inspired by real) weapons to use instead.Originally Posted by KrayZee_ Go to original post
So long as there is currency in the game, I hope you can simply buy weapons. Makeshift weapons should only be obtainable through crafting.Originally Posted by HorTyS Go to original post
Originally Posted by KrayZee_ Go to original post
Well based on what I'd read in the initial info on the game it made it sound as though the rebel faction you fight for does not have easy access to regular guns, which is why they fight with cobbled together, makeshift weapons. I get it if thats what we have to use early on, and I imagine some of them might be cool or interesting enough to use well into the game, but I just hope that we're not forced to use them and that there are still plenty of regular guns we can take off enemies or acquire throughout the game. Maybe I'm just being a little pessimistic but I got the impression the makeshift armaments may overshadow and outnumber the regular 'real' guns... Honestly, so long as I can play the bulk of the game with the P226, an AR, a shotty and the bow, I'll be happy.
I appreciate gun lists can be found by the devs of Ubisoft very fast in a few wikis in the internet in a very short time.
But - nevertheless - these topics and discussions are very important, especially to create ideas. At least, this is my point of view.
For me it is not important which rifle I exactly use in a video game; the effect is more important.
That's the aspect I want to address:
In Far Cry 5 and New Dawn there is the possibility to use special ammo (not counting arrows - After Far Cry 3 or mortar rounds in Far Cry 2).
Why not push this aspect?
I already posted an idea (somewhere in "Far Cry 5") which could make the "special ammo"-thing more interesting ... and maybe: more realistic.
"Ammo (Type) Mixes": Like every 3 bullet is armor piercing. Or different shotgun shells in a magazine. They change from slug, buckshot and maybe incendiary only by fireing the weapon. A thing that real combatants also use.
These "ammo mixes" in a magazine could be given (like the "Merc-Mix" or something else with an cool-sounding name).
But maybe the idea to bring an Editor in which the player could create own magazines/ "ammo mixes" could be also an interesting aspect. At least for shotguns.
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Yes: Especially shotgun shells can be very varying in Far Cry X; e.g.:
(marked by it's color, which makes everything very clear)
Red: Buckshot (7-9 pellets)
A classic thing in video games. These shotgun shells are always red! So, why not keep it how people have become accustomed to it
Deadly in short and dangerous in medium range for unarmored and light armored enemies.
Green: Rifled Slug (18,5mm or similar)
A rifled slug transforms a shotgun into a strong rifle. This bullet can stop big animals and armored enemies in short and medium range. (We had slugs already in Far Cry 5 and New Dawn.) Also dangerous on longer ranges.
Blue: Heavy Blast Shell
A (heavy) blast shell doesn't fire a projectile. Only filled with explosive propellant it has a similar effect like breaching shells, but without the aspect that it should not be dangerous for persons. On the contrary: This shell is desinged to be deadly on very short ranges and throws nearly any target back. It is also dangerous in short [=/= very short] ranges, but loses very fast it's strong effect by increasing range. Because of the fact, that it has much more propellant than a buckshot shell, it deals much more damage on very short ranges. The right choice in close-quarter combat ... or to avoid one before it realy begins.
Yellow: Incendiary Shells
Incendiary pellets were already in Far Cry 5, New Dawn and as an upgrade for the shotgun in Far Cry Blood Dragon. This ammo doesn't deal much impact damage, but - as the name says - it sets the target in fire. It is useless against fireproof enemies, but deadly for even heavy armored enemies (if they are not also fireproof). This ammo can also set the (dry) environment in fire. ... fire, your best friend in Far Cry 2 is back again
White: Smoke Emitting Flare
The flare gun in Far Cry 2 - a monster caliber with the ability to grill 2-3 (APR- / UFLL-) soldiers with one shot. But the flare gun in Far Cry 3 and 4 wasn't useless, too. Why not mix this effect with a shotgun?! Okay, the flares shouldn't be that strong if we talk: damage ... but still useful. A ballistic flare for medium and longer ranges that creates fire and deals (heat) damage by direct (or very close) hits.
Also the fact that flares create (colored) smoke can be used. Used in shorter ranges (and better on a fireproof ground) the smoke can hide the player.
Very useful by using the "phantom" tactic (hide, attack, kill, hide again). And a bigger distraction that Incendiary Shells, but with (much) less damage than it.
Black: Mini-Grenade
Less propellant and a bigger (longer) "slug bullet" filled with explosives, result: a Mini-Grenade. Sure, not as strong as the 40mm Grenade Launchen, but it deals a lot of direct and - in a small radius - indirect damage. Very dangerous for a group of unarmed enemies or one heavy armored enemy in smaller or medium range. Also the fact that it sometimes create a fire makes it very hardcore. Imagine a small bullet with incorporated tungsten carbide spikes (splinter effect) and a C4 core. Ough!
Cyan: Saboted Wing-Stabilized Armor Piercing Kinetic Energy Penetrator (SWS-AP-KEP)
The SWS-AP-KEP ... it sounds like this acronym already exists. ... not yet: But it could be the long-range-thing for the shotguns in the futureBased on the Cal.50 SLAP (why not use a similar technique) the SWS-AP-KEP transforms your shotgun into a makeshift sniper rifle. Well, yes: A scope could be useful.
The saboted wind-stabilized penetrator is able to do a lot of damage in medium an high range on medium armored enemies; and can be dangerous for heavy armored enemies as well. In opposite to the (already/real existing SLAP) the SWS-AP-KEP uses a small recoil engine and rotating wings (... a bit like RPG-Rounds) to create the necessary energy to penetrate through armor plates (or whatever it hits). This aspect makes it weak on short and very short ranges ... maybe nearly useless: It needs to gain additional speed by its small recoil engine.
Magenta: Hallucinogenic Combat Gas*
... or it wouldn't be Far Cry ;D
This shells fires a combat gas over short ranges which effects enemies (and animals) without protection masks. Some fall on the floor and sleep, some want to "make party", some see the player as their new godand some go mad and want to kill everyone else. It is similar to the rage-effects in Assassin's Creed or Far Cry Primal, but not identical, because it can't be predicted which behavior an enemy (or animal) will show. Fired into a group means: chaos, madness and an big tactical advantage ... as long as the shooter won't hit hisself or run into the gas cloud. Also the duration of effectiveness and the consequences are are random: Some enemies get clear again after the effect, some die, some get clear - but with sequelae: (aim bad, run slower ... or shot on allies from time to time (again))
This thing could be very pushed by the voices of the enemies ("Are you alright?" - "Aw, the colors attack me?!" - "You are an angel from above!" - "Kill, kill, kill!" - "Aw damn, what was that" ...) and the fact, that animals (or even enemies (?)) will fight temporary on your side. Also it would be funny to see what happens, if the player gets hit by this gas.
(*The active agend is obtained from the pruple Nymphaea (South America), it was used by shamans for hundreds of years and distilled and mixed with piperonyl butoxide - a synergist used in insecticide - it becomes a rapid-acting biochemical weapon. Much better than ergot kernel ... [<- these lines here are fictional, of course])
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Now imagine, you have an Magazine-Editor (in the Gun Shop Menu or in the inventory), in which the player can "mix" the different shotgun shells. Maybe only for a few special shot guns in the game (with a special caliber - so not 12G. This could be a reason why it won't work for every shotgun).
e.g.
A special DB-Shotgun:
"Player Mix 1":
Round 1: Green (Rifled Slug)
Round 2: Red (Buckshot)
"Player Mix 2":
Round 1: Green (Rifled Slug)
Round 2: Black (Mini-Grenade)
A specail Pump-Action Rifle with a magazine size of 5 shells - let's call it Pumpi
"My Assauld Mix":
Round 1: Green (Rifled Slug)
Round 2: Red (Buckshot)
Round 3: Yellow (Incendiary)
Round 4: Red (Buckshot)
Round 5: White (Smoke Emitting Flare)
"My long range mix - use scope!": **
Round 1: Cyan (SWS-AP-KEP)
Round 2: Cyan (SWS-AP-KEP)
Round 3: Green (Rifled Slug)
Round 4: Red (Buckshot)
Round 5: Blue (Heavy Blast)
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**Reloading the gun means: to put again long range shells (SWS-AP-KEP) into it. If enemies rush to the player and the player won't reload: the ammo gets (automatically) more useful ... at least in this self-made "mix"
Also the Magazine-Editor should be very simple:
Means the player doesn't need to buy/find every ammo type.
The player has like 60 "shells/shellparts for the special shotgun" - which is also used for the ammo counter. (= For only one ammo counter)
In the Magazine-Editor the Shells can have different values, like: (e.g.)
Red (Buckshot): 1 Point
Green (Rfiled Slug): 1 Point
Blue (Heavy Blast): 2 Point
Yellow (Incendiary): 2 Points
White (Smoke Emitting Flare): 3 Points
Black (Mini-Grenade): 4 Points
Cyan (SWS-AP-KEP): 4 Points
Magenta (Hallucinogenic Gas): 5 Points
The max. number of points that could be used for a shotgun can be vary, too: (e.g.)
The Special DB Rifle can be loaded with max. 6 Points.
The Pump-Action-Shotgun Pumpi with max. 10 Points
Each bullet also consumes as much ammunition (from only one ammo counter!) as it has points in the editor.
For example:
The player has 60 SpecialShotgunShells // the player uses "My long range mix - use scope!" from the example above // the player fires two Cyan and one Green Shell, now the player reloads the weapon:
Reloading a Cyan Shell -4 Ammonition
Reloading a Cyan Shell -4 Ammonition
Reloading a Green Shell -1 Ammonition
--> The player has 51/60 "shells/shellparts" left (on the ammo counter).
The point system doesn't only prevent imba-"ammo mixes"; it also balances the ammount of the used ammo types.
~
I hope I borught some interesting ideas or at least aspects/parts
Of course there are a lot of cool other ways, how this (or similar things) could work.
But I hope it pushes the imagination for some new features in Far Cry.