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  1. #11
    @Frag

    I use an attachment unlock mod, that's how I use the silencer on the A52. But that mod doesn't unlock all attachments on all guns. Some of them are still locked even with the mod (silencer for shotgun, for example).
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  2. #12
    The shop stats for most of the weapons in the unmodded game are VERY subjective. They rarely match the actual weapon files. For those curious here is the default (unmodified) game data for the A52 and Bushman:

    A52
    Max Range: 80m
    ROF: 650
    AMMO: 30 (40 with ext mags)
    Reload: 2.4 seconds (3.4 if forced by game)
    Left Recoil Per Shot: 0.3
    Right Recoil Per Shot: 0.1
    Vertical Recoil Per Shot: 0.25
    Damage: 75 (where an unarmored enemy has 100)


    Bushman
    Max Range: 80m
    ROF: 900
    AMMO: 40
    Reload: 2.2 seconds (2.7 if forced by game)
    Left Recoil Per Shot: 0.1
    Right Recoil Per Shot: 0.375
    Vertical Recoil Per Shot: 0.25
    Damage: 50 (where an unarmored enemy has 100)


    In addition both weapons have the exact same sway values and the exact same bullet spread.

    Technically the A52 also has a slightly better 0.8 piercing factor (the Bushman has the default 1.0) which reduces intervening resistance (the lower the value the the better the penetration). This doesn't have a lot of effect actually in the single player game since most materials are set to some ungodly high impenetrable number like 10,000 but it would very likely help in multiplayer where the same items have much much lower resistance values.


    TL : DR - Bushman fires faster, but the A52 does more damage per bullet. They are so close that in this game engine it's unlikely that they preform very differently.
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  3. #13
    I can confirm that in the unmodded game there is no silencer for the A52

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  4. #14
    Frag_Maniac's Avatar Banned
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    Originally Posted by LinkZeppeloyd Go to original post
    @Frag

    I use an attachment unlock mod, that's how I use the silencer on the A52. But that mod doesn't unlock all attachments on all guns. Some of them are still locked even with the mod (silencer for shotgun, for example).
    Yeah I was addressing mynameaintyao, whom stated it's available merely via upgrades. After your response that appears to be not the case. So thanks for clarifying that.

    And thanks as well to
    jvarnes for clarifying the max range on the two are equal. What power of scopes are available is the one other thing I wanted to know about the A52.

    I gotta say though guys, I'd be a lot more interested in trying other weapons if the game had a higher difficulty mode. I thought I'd read somewhere that the DLC just released has a higher mode, but when I asked a few days ago I got no response. And I can't tell by playing it because it's not accessible on my Steam version yet!

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  5. #15
    jvarnes!

    I know there's nothing you like moar than a someone asking you to CHANGE YOUR MOD TO THEIR TASTES!!! So here goes... add the silencer unlock for the pump shotty to your attachment unlocks mods plsssssssssssssssssss!!!!!
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  6. #16
    Originally Posted by LinkZeppeloyd Go to original post
    jvarnes!

    I know there's nothing you like moar than a someone asking you to CHANGE YOUR MOD TO THEIR TASTES!!! So here goes... add the silencer unlock for the pump shotty to your attachment unlocks mods plsssssssssssssssssss!!!!!
    LOL Nope I'm sorry I will leave the Bull with it's signature silencer, but no go for the other shotguns. Instead I am going to try and enable full chokes and/or muzzle breaks for them (at some point when I get some "free time" heh). To me shotguns are the exact opposite from stealth. You take a boomstick to make a big noise, not to be sneaky.

    Having said that so many people are starting to get a grasp on modifying the archetype files that it shouldn't be long before someone has a mod for silenced shotguns.

    TBH I wish I could make "silencers" degrade for all weapons, but that doesn't seem to be possible to implement. I may have to eventually go the route Ziggy does and simply have them reduce the alertable radius, but the sound system is so poorly implemented that I dislike this idea.

    Other than the tranq dart rifle was there even a silenced/suppressed weapon in Far Cry 2?

    The introduction of silencers in FC3 (especially the snipers) has tilted the advantage way into the players hands I think.

    Just my opinion. Everyone has their own.
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  7. #17
    Originally Posted by jvarnes Go to original post
    LOL Nope I'm sorry I will leave the Bull with it's signature silencer, but no go for the other shotguns. Instead I am going to try and enable full chokes and/or muzzle breaks for them (at some point when I get some "free time" heh). To me shotguns are the exact opposite from stealth. You take a boomstick to make a big noise, not to be sneaky.

    Having said that so many people are starting to get a grasp on modifying the archetype files that it shouldn't be long before someone has a mod for silenced shotguns.

    TBH I wish I could make "silencers" degrade for all weapons, but that doesn't seem to be possible to implement. I may have to eventually go the route Ziggy does and simply have them reduce the alertable radius, but the sound system is so poorly implemented that I dislike this idea.

    Other than the tranq dart rifle was there even a silenced/suppressed weapon in Far Cry 2?

    The introduction of silencers in FC3 (especially the snipers) has tilted the advantage way into the players hands I think.

    Just my opinion. Everyone has their own.
    haha i know Im just ribbing you. I like the silenced shotty purely for sport, but I will just get the Bull. In FC3 a modder allowed the silencer for shotguns, but there was no sound if you shot while aiming down sights.

    Now if Ubi would just implement a chainsaw attached to your hand as a secondary...
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  8. #18
    MikeWeeks's Avatar Senior Member
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    Silenced weapons in FC2 besides dart rifle:

    the MP5 SMG
    6P9 pistol
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  9. #19
    The Bushman is equal or better in everything but damage, it does a tiny bit less damage, but it's silenced, and super accurate. It's one of my main guns, the sight that some people complain about doesn't obscure anything, it's transparent enough to see, but you actually put the persons head at the top of the sight anyways, but the advantage is that you can go around killing people without other people noticing. Especially helpful if you set up a distraction, throwing bait works well, while they are trying to kill the animals you sneak around and take a few out. After the animal is gone it seems like they ignore that there's extra dead bodies, as far as I can tell the AI just thinks that the bodies are there because of the attacks. Maybe the weapon isn't for everyone, but especially in caves and indoors I find it to be one of the best weapons in game. I think it's a perfect compliment to the silenced SA-50 which I use for medium and long range, then switch over to the Bushman in close range, or if enemies are already alerted, as it does allow to move from target to target faster.
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  10. #20
    Frag_Maniac's Avatar Banned
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    Originally Posted by Jesse-Lacey Go to original post
    T...the sight that some people complain about doesn't obscure anything, it's transparent enough to see, but you actually put the persons head at the top of the sight anyways....
    Apparently you've not been reading the details about those complaints much. The view problem has zero to do with the clarity of the optics themselves. It's the thickness of the scope walls, specifically while panning to track flanking enemies at ranges just far enough for hip shooting to not be practical. Tons of times I'd actually rather have the big square red dot sight.

    I always carry a sniper rifle, and most of the surprise skirmishes happen at closer ranges, where enemies often flank to nearby cover.
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