There are nine secondary weapons available, from the expected sidearms through SMGs, explosives and even a grenade launcher.įailure animation after such an involved jam clearing, it makes perfect sense to forget that the front of a rifle needs a hole in it for bullets to get into the barrel. In addition, he offers upgrades to the amount of ammo the player can carry, crates allowing weapons to be put in storage and retrieved at safe houses, and per-weapon upgrades which increase a weapon's accuracy or decrease jam rate these are explained to be "technical manuals" the player character simply has to buy to gain all knowledge from. The Arms Dealer then makes the bought weapon available in his warehouses, several of which are placed in the two maps after buying a weapon, an infinite number of brand-new weapons of that type can be acquired from any warehouse. The player pays him for specific weapons in African Conflict Diamonds found in briefcases around the map or earned through completing missions, paying via a website it's best not to think how that's supposed to work. Getting new weapons requires the player to do missions for the Arms Dealer, a shady character who apparently wants to corner the market on driving trucks in circles endlessly he sends out the player to deal with any rivals attempting to drive their own trucks in circles, and adds weapons to the list of available ones every time one of these bizarre errands is complete only half can be completed in the Northern map, after which he vanishes without explanation, only reappearing when the Southern map is unlocked. Jam animations always happen instead of a shot being fired, while failures always happen after the shot fires normally, resulting in some very bizarre occurrences such as a weapon blowing up only after cycling its action completely or misfeeding despite cycling correctly after the preceding shot. In the end, if the player hangs on to a weapon for long enough it will fail, in a spectacular and generally deeply ridiculous manner. Weapons in poor condition are able to jam, which requires a press of the reload button to clear some of the explosive-firing weapons instead misfire, with the shot going violently off-target or dropping dangerously close to the player. Enemy weapons can be picked up, but weapons in Far Cry 2 have simulated wear and enemy weapons are always in the worst condition possible, so this is usually only a good idea in extreme circumstances. The three other slots accommodate whatever weapons the player has in their respective category one primary, one secondary, and one special weapon can be carried at a time, as well as two types of grenade. Two additional skins can be downloaded for it, but the player has no choice as to what goes in this slot it is always a machete of some kind. The first is the player's melee weapon in reference to Far Cry, this is a large machete.
Far Cry 2's weapons are split into a four-slot system, corresponding to the four directions of a 360 or PS3 controller's D-pad.