This means you can drive around anywhere you want. With that gun, you can either shoot the crew in vehicles or blow up vehicles - your choice. This machine-gun is very accurate and powerful (it's a bit slow, but the power and accuracy make up for it). But vehicles rarely see me so that's not a problem anyway.Ĥ) Around the middle of act one, you can unlock a more powerful machine -gun for the vehicles at your hideouts (if you have done enough Buddy Objectives by then). I lose quite some health when that happens, but I rarely die. It's slow, but it gives a "Lone commando isolated in the jungle" or Guerrilla experience.ģ) Should a vehicle see me and attack, I dodge it (it charges at you first) and then I use an automatic weapon to kill the crew once the vehicle is close and stopped moving. When a vehicle drives by, I stop, hide, and let it pass. Go off-road alot.Ģ) When I follow a road that has patrols on it, I go on foot and stay in the grass beside the road. You can drive a vehicle without worrying too much on other roads, and especially when you go off-road. You'd think you need one, but that's a trap set by the game to make you waste gear space.ġ) Vehicle patrols are usually along roads that connect to a check point. I don't use a long range anti-vehicle weapon. I see many people asking for tips on being stealthy in the commends, so here's how I fight: The grenade launcher in particular is just stooopidly good fun. In fairness, though, the *best* kit is the one that works for you, and I'll often find myself swapping kit randomly these days just for the change of style. It's crap when you're in a CQB panic and your aim goes to sh*t, but then that's where the Uzi comes in.
I just find it a wonderfully efficient tool. It's really accurate and the little scope is effective. 3 shot burst means a very high chance of one shot (3shot.) kill to torso, and aimed high on the torso rnd 3 often gives a head shot as the barrel creeps up. For whatever reason it works really well for me. RE: Crossbow - It's silent and doesn't betray your location so I MUCH prefer it to the RPG for that alone.ĪR-16: A lot of people hate on this gun. As only the primary weapon changes, Dart Rifle and Silenced Makarov then live in the sidearm and special weapon crates respectively for convenience. For arms-dealer missions I use my vehicle as a blockade at a suitable choke-point, then find elevated LOS and use the explosive crossbow (previously I used the RPG) to take out the lead vehicle, then the rear one (to mimimise chances of enemy on foot) then finally the objective truck.Īct 2 tends to have a higher enemy density and fewer missions that respond as well to stealth, so loadouts change to a pure assault kit (Uzi, AR-16, PKM) and a sniper kit (Uzi, AS-50, PKM). When I fancy going stealth I'll have a kip until nightfall to maximise the effect. I'll have one set active and the other in the crates ready to swap out. In act 1 I'll have a stealth loadout (Silenced Makarov, MP5 and Dart Rfile) and an Assault based kit (Mac10, Dragunov and PKM). It's always a compromise, but I tend to get the 3 safehouse crates ASAP to allow me to swap loadouts quickly.
Ammo efficiency is hardly a factor when you can carry 500 rounds for it.Īnyway, hope this helps someone who picks this game up! It's for that reason I recommend not "upgrading" the PKM over the SAW as, even with the durability manual, you'll have to start unjamming it midway into your second reload, and the stopping power increase is hardly felt with the drop in fire rate. I'm currently well on into the second area and I've come to favor the AS50 over the dragunov despite its glaringly low durability.
#Mods para far cry 2 upgrade
As a bonus, the ammo upgrade lets you carry two additional frag grenades as well making it a very worthwhile upgrade even if you decide to bring something less noisy as a sidearm later on. I've not yet had it fail to destroy a vehicle in one shot, not had it jam once, and the ammo upgrade for it is available quite early giving it two more shots over the RPG until the second area. That leaves your side arm available for your anti vehicle weapon and luckily the M79 performs serviceably in this role. The PKM also has quite admirable durability, and with routine restocking at your favorite weapon dealer you'll never see it jam.
To substitute, the PKM is quite nice as a close to mid range engagement option, has decent stopping power and rate of fire, and comes loaded with 100 rounds with 200 more in reserve which practically guarantees you won't be reloading in battle. My reasoning is that there's little ammo for SMGs and they have little stopping power and are as such not very effective for close engagements. Playing this game recently, I've found that a combination of the Dragunov main, M79 as a sidearm, and the PKM make for a much more reliable combo.