Advanced Far Cry 2 Weapon Loadout

After doing the first faction mission (UFLL or APR) in order to kick start your cash flow, you should do all 4 weapon shop missions right away to unlock all the Act I weapons.

At this point, you'll be able to upgrade your starter weapon loadout to the following advanced weapon loadout:

All Act 1 Weapon Shop Missions - Complete Walkthrough
  1. Dragunov sniper rifle
  2. MAC 10 machine pistol
  3. RPG-7 rocket launcher (new)
  4. Grenades (with grenadier webbing)

...which will be your:

  1. Long range anti-personnel weapon
  2. Close combat anti-personnel weapon
  3. Long range anti-vehicle weapon
  4. Close combat anti-vehicle weapon

...respectively.

And a few quick notes...


Dragunov sniper rifle - Far Cry 2 weapon
The Dragunov sniper rifle eliminates the need to work the bolt action after every shot

Dragunov sniper rifle

The Dragunov sniper rifle will eliminate the need to work the bolt action after each shot (รก la M1903 sniper rifle) allowing you to make multiple shots one right after the other without having to disengage the scope. This is excellent for killing 3 or 4 enemies in quick succession from a safe distance and hence is especially good for taking down guard posts.



MAC 10 - Far Cry 2 weapon
The MAC 10 becomes available after doing the second weapon shop mission

MAC 10

The MAC 10 is a huge upgrade from the Makarov pistol as a close combat anti-personnel weapon essentially equipping you with a one-handed machine gun. However, the MAC 10 eats up ammo like there's no tomorrow so fire in very short controlled bursts and continue to aim for the upper body or head for maximum effectiveness.



RPG-7 Rocket Launcher - Far Cry 2 weapon
Brand new RPG-7 rocket launcher after making it available
at the weapon shop (note the new wood finish)

RPG-7 rocket launcher

The RPG-7 rocket launcher you got at the beginning of the game will eventually start spitting out duds and may at one point even break apart in your hands. You'll recognize a dud rocket because it will just flop on the ground in front of you, spin around while spewing out black smoke and then ultimately blow up (RUN AWAY!) Unlocking and purchasing the RPG-7 rocket launcher will allow you to grab a fresh one every time you visit the armory which will greatly reduce the likelihood of spitting out duds so this is an essential investment.


So now that we've got your weapon loadout all straightened away, let's work on...


33 Comments »
  1. thanks that is ma fave loadout cheers major slack

    Comment by daneiel marlow — July 15, 2009 @ 11:19 am

  2. oh yeah i have only had the game awhile can u do an act 2 walkthrough

    Comment by daneiel marlow — July 15, 2009 @ 11:19 am

  3. Thanks for all of your help! Problem is I didn't do many side missions as I had little idea of their importance. Now I'm at 70% on Xbox 360 and still cannot get ammo upgrades, case upgrades or Camo suit. I do have a lot of weapons at my disposal...but I think I need both more diamonds and more side missions. Thanks, I wish I would have known about you much earlier!
    Wayne

    Comment by Wayne Fisk — August 6, 2009 @ 11:38 am

  4. How do I get a Grenades (with grenadier webbing)?
    I'm at 69%. I didn't do many side missions as I was overly afraid of Malaria attacks. ANd then rushing back into town for the Minister and then off to a underground loaction for more pills and then back to side mission, etc. Whew!
    Wayne

    Comment by Wayne Fisk — August 6, 2009 @ 12:30 pm

  5. @Wayne,

    I don't understand the question. But you should do the weapon shop missions. And don't worry about running out of malaria pills so much. You'll always see when you're taking your last pill because your character will show you that the pillbox is empty. From there, I'd say you have a good two hours (real time) before having your next malaria attack

    Comment by Major Slack — August 6, 2009 @ 1:13 pm

  6. Great guide. I followed a similar progression and it works well.

    I do disgaree on the choice of primary weapon in the Advanced setup though.

    The Uzi is a basically a mini assault rifle and is much more versatile at close to medium range than the Mac-10. It's better accuracy and more conservative rate of fire make it a better backup gun for a sniper imo.

    Oh, and real men use the M1903. Bolt action FTW.

    Comment by HughC — August 18, 2009 @ 5:20 pm

  7. Edit: D'oh I meant secondary, not primary :P

    Comment by HughC — August 18, 2009 @ 5:21 pm

  8. @HughC,

    I agree 100% regarding the Uzi and in fact I swap out the MAC 10 for the Uzi as soon as it becomes available. The problem is, it doesn't become available until Act 2.

    Comment by Major Slack — August 18, 2009 @ 7:34 pm

  9. sorta agree with hugh c the bolt action is good, but you have to go outta the scope to put a new round in and it doesn't do it automatically. the number of times ive died from this im sure is in the hundreds, AS50 all the way for me

    Comment by jay s — September 30, 2009 @ 12:21 pm

  10. Why Mac 10 instead of Uzi?
    Right now my arsenel consists of
    1. AR 16 (primary)
    2. Uzi (secondary)
    3. Dart Rifle (stealth and sniping)
    Each mission it will change, for example if I am in a full sniping mood, then AS50 could be the primary weapon, effective in disabling the assault trucks too..but after the purchase of the Uzi, it became my constant secondary weapon, always a new Uzi in the Secondary Weapon Crate :)

    Comment by Cyril Thomas — October 12, 2009 @ 4:32 pm

  11. @Cyril,

    I thought it was clear that I was referring to an advanced weapon loadout that you would be using in Act 1. Did you, uh, read the first paragraph?

    Comment by Major Slack — October 12, 2009 @ 5:36 pm

  12. Sorry Major, I actually jumped into the topic when I saw Dragunov on the list and the word "advanced", mea maxima culpa....I should have read the comments too before posting, it already has the answer. Thanks for the reply.
    Cheers,

    Comment by Cyril Thomas — October 12, 2009 @ 5:57 pm

  13. Working the bolt action feels so much more satisfying than just getting a kill with no challenge. The bolt action requires more patience from the sniper and teaches you to make every shot count.

    Comment by Alex Kidd — November 2, 2009 @ 5:19 am

  14. some people do convoy missons boy sniping the driver of the trucks

    Comment by josh4b — November 4, 2009 @ 12:39 pm

  15. how to you get the weapons missions

    Comment by alsix19 — December 24, 2009 @ 3:23 pm

  16. nah, here's my idea of an advanced loadout:

    Uzi: your close combat anti-personnel weapon, a slow firing but higher firepower machine pistol than the MAC-10, and because of this, you probably won't waste as many bullets

    MGL-140: your long range anti-vehicle weapon, useful due to it being 4 rounds per clip, unlike rocket launcher, where you have to reload after every shot. Along with that, the projectile is as fast as hell, making each shot pretty much instantly reach the target at short/medium ranges. Plus it has a scope!

    Dart Rifle: your long range anti-personnel weapon, it's silent AND it's instant, not to mention the cool camouflage. Not so friendly with the reloading though :(

    and well, grenades, you can't change em'

    Comment by John E. — December 30, 2009 @ 12:17 pm

  17. oh, and for the dart rifle, I meant instant kill

    Comment by John E. — December 30, 2009 @ 12:21 pm

  18. oh wait, advanced loadout? I got confused

    Comment by John E. — December 30, 2009 @ 1:09 pm

  19. John E.,

    The MGL-140 and the Uzi aren't available in Act 1.

    Comment by Major Slack — December 30, 2009 @ 7:15 pm

  20. I use either the Dragunov, or the AS50 (this doubles also as a very good telescope for reconnoitering), the UZI, ofcourse, as a personal defense gun for close-up and medium (up to 30 yards or so) range, and for fire volume I have the 5.56mm M-249 machine gun. Having seen the detrimental effects of the flame-thrower with it's short range, I don't use it....For the convoy missions, I have learned to make effective use of the IED's, space them out along the route and it saves you lots of works, 3 simultaneous explosions, and no convoy is left....job done...Now I understand why the US military hates these things!

    Comment by RayCis — January 15, 2010 @ 12:45 pm

  21. how do you get the weaponshop missions slack???

    Comment by alsix19 — January 23, 2010 @ 12:17 pm

  22. @alsix,

    Go to any weapon shop when no other mission is active and interact with the guy behind the counter.

    Comment by Major Slack — January 24, 2010 @ 7:43 am

  23. Dude, wouldn't this be a better loadout:

    1: Dragunov
    2: PKM (or M294 in act 2)
    3: M79

    That way you can have a LMG and a anti-vehicle weapon.

    I have obly bought this game 2 weeks ago and i've only played it for 15 hours. I do love your vids. Personnely i think everyone who hates this game plays it the wrong way!!!

    Comment by Altastrike — February 3, 2010 @ 3:15 pm

  24. Can you please place an walktrough for Act 2/3?

    Comment by Altastrike — February 4, 2010 @ 4:37 pm

  25. primary: sniper (m1903/dragunov)
    secondary: pistol/sub-machine gun (if you run out of ammo for other guns)
    special: pkm (your anti-vechicle and close range weapon)

    Comment by crowy877 — March 23, 2010 @ 4:24 pm

  26. I see many people asking for tips on being stealthy in the commends, so here's how I fight:

    I don't use a long range anti-vehicle weapon. No need for it. You'd think you need one, but that's a trap set by the game to make you waste gear space.

    Here's how I do it:
    1) Vehicle patrols are usually along roads that connect to a check point. You can drive a vehicle without worrying too much on other roads, and especially when you go off-road. Go off-road alot.

    2) When I follow a road that has patrols on it, I go on foot and stay in the grass beside the road. When a vehicle drives by, I stop, hide, and let it pass. Then I continue walking. No need to engage it.
    It's slow, but it gives a "Lone commando isolated in the jungle" or Guerrilla experience.

    3) 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. I lose quite some health when that happens, but I rarely die. But vehicles rarely see me so that's not a problem anyway.

    4) 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). This machine-gun is very accurate and powerful (it's a bit slow, but the power and accuracy make up for it). With that gun, you can either shoot the crew in vehicles or blow up vehicles - your choice.
    This means you can drive around anywhere you want. If an enemy vehicle shows up, change seats to man the gun and blow them up.
    Doing this with the first machine gun (M249) is not recommended, but possible.

    Otherwise, when it comes to weapons I have different sets depending on my mission:

    1) My basic set is a sniper rifle as primary, because taking out enemies from far away is important. If you're far enough, you can take them out without ever being noticed.
    As secondary, I go for the silenced pistol. It's weak so many people don't like it, but a head shot is always an instant kill. I crawl up close to my target, aim for the head, and I shoot. You can clear entire outposts if you're good at this, but sniper fire is always a great way to start.
    As a special weapon, I use what I lack so far: auto fire. The PKM or M249 are my choice. I prefer the M249 as it is more accurate, but the PKM is more powerful. Accidents happen and you may end up in a close range fire fight. So I keep the auto fire with me to get me out of trouble should this kind of situation happen.
    I don't have explosives besides grenades, but like I explained above, I don't see their point.

    2) For the armory missions (blowing up convoys), you need explosives. Either a rocket-launcher, grenade-launcher or IEDs. IEDs work best and only replace the pistol.
    When I plan to blow up a convoy, I chose my gear depending on the terrain. If it's open terrain, I go for IEDs, a sniper and a light machine gun.
    If it's dense terrain (jungle or any place you can't have line of sight on your target from long distances), I go with IEDs, silenced MP5 and a machine gun or a dart rifle.

    A few things you need to know:
    - Get the camo suit ASAP.
    - Don't underestimate the silenced Makarov. It's weak, but silenced means you can sneak up to enemies and shoot them in the head without being detected. Best secondary weapon IMO
    - The dart rifle is not the best sniper: too little ammo. The fact it's silenced is useless because you can stay out of the enemy's reach with all snipers (see below).

    - When sniping, here are tips to remember:
    1) Stay as far as you can from your target to avoid detection.
    2) Chose an elevated position to have the best possible sight on the area you're attacking.
    3) Scout the area through your scope before attacking. Try to spot as many enemies as possible, and take note of where explosives and ammo crates are located. Decide who to shoot first depending on where you want the enemy to run once they realize they are under attack. Try to make them run out of cover in the initial confusion, or make them run near explosives that you can then shoot.
    3.5) Wounding an enemy will make his buddies run to help him. But be careful as wounded enemies tend to get up and run to cover fairly quickly.
    Use this technique to draw enemies out of cover, but if the guy you wounded gets up and run, finish him off.
    4) Move regularly if you think enemies are looking for you and coming near. You can keep them running around uselessly for hours that way, if you like.
    5) Use the environment: Shoot explosive barrels and ammo stacks. It makes good diversions and can injure/kill enemies (great technique if they're behind cover and out of your sight). Don't shoot ammo stacks if you know you'll need them to reload after the fight.
    6) If the enemy reaches you, throw some grenades to cover your temporary retreat. You can also try to stop the enemy with a Molotov by creating a wall of fire between you and them.
    7) Shoot the back/torso. That's an instant kill with any sniper rifle. No need to aim for the head. And of course, practice your aim.
    8) Only shoot moving enemies if they move parallel to your line of sight. If they move perpendicularly (from one side to the other), then only shoot them if you can predict where they'll be in 2 seconds. If they run around randomly, don't take chances, you'll just waste your ammo ; instead, be patient and wait for them to stop moving (they eventually stop moving for 2-3 seconds once in a while)
    9) Be aware of enemies other than the ones you are engaging that may hear your shots and attack you. Be especially careful of vehicle patrols as your camo is useless when a vehicle knows you're around (they seem to find your exact position instantly once they are alerted of your presence). If you're positioned next to a patrolled road, take out the patrol first.
    10) If you plan to approach the area you just snipped to finish the survivors at close range, don't go there straight from the place you were shooting from. Move to another spot and then approach the area you just sniped. The enemy could know what direction your shots came from...

    Comment by Raven — March 27, 2010 @ 3:39 am

  27. I just forgot for point 4) in sniping tips:
    Moving also lets you get line of sight on enemies that were so far behind cover. Lets you kill more guys before you approach the area.

    And I play in Infamous, in case you're wondering. I find it fairly easy actually... I just get tired of the long walks sometimes, that's really all.

    Comment by Raven — March 27, 2010 @ 3:44 am

  28. hey slack i think you should do a sniping toutorial video
    it would help tons

    Comment by crowy877 — April 14, 2010 @ 7:41 am

  29. Act 1:

    - Dragunov
    - Mac-10
    - Rpg-7

    Act 2:

    - AS50
    -Uzi
    - Mortar (once masterd it's F@#KING legendary)

    Comment by crowy877 — April 15, 2010 @ 5:09 pm

  30. if your like me (stay away from your target kill at ranges hardly ever use veichles then your what i call a scout)

    the best loadout for a scout in act 1 is;

    -Dragunov
    -Mac-10
    -Rpg-7/Dart Rifle (depends on mission)
    the best loadout for a scout in act 2 is;

    -AS50
    -Mac-10
    -Mortar/Carl G Rocket Launcher (depends if you have masterd the mortar)

    if you like close combat

    in act 1;

    -AK47
    -Mac-10
    -Flamethrower

    act 2;

    -Fal Para
    -Uzi
    -M249 SAW

    but the best load out has to be able to deal with diferent cenarios (when you get to act 2 don't buy ay guns intil you have about 120 diamonds then save game at a weapon shop buy all guns and experiment with out saving. once you have found your perfect loadout load the game where you saved at the weapon shop and then buy he weapons you fell in love with but you have to have a ranged weapon in there)

    Comment by crowy877 — April 16, 2010 @ 1:28 pm

  31. An alternative loadout with stealth in mind:

    Secondary: M79 grenade launcher
    Primary: Silenced MP5
    Special: Dart Gun

    Swap M79 for IED's for convoy destruction...

    Comment by Mir — May 27, 2010 @ 12:12 am

  32. for act 2

    1. as50

    2. uzi

    3. rpg-7

    not the carl-g cause of the flames shooting out the back killed myself with that...

    Comment by sweetness — May 30, 2010 @ 8:06 pm

  33. My main loadout at the beginning was Sniper rifle, mac 10, and the RPG, tho i never used the rockets... Later, i swapped out the mac for the m-79, and the rpg for the Rpk machine gun... combined with the fast firing dragunov, this is the best all-around lineup, i think.... just upgrade the weapons to better versions as they come available (AS50, SAW)

    Comment by Phantom44 — July 21, 2010 @ 8:11 pm

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