Far Cry 2

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Darwin
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Re: Far Cry 2

Post by Darwin »

thejester wrote:I didn't have a problem on 360 - once you drove the map semi-recessed so you can still see the road.
I wish it would do that when you're on a boat.

best way to travel.
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Re: Far Cry 2

Post by Lagmonster »

Highly annoying PC bug: When the game says, "Rebind controls for vehicles" in the options menu, it really means, "Except for the hang glider". I don't use WASD, I use ESDF (I use a comfy Belkin Nostromo for my left hand rather than my keyboard and it's easier to bind it to letter keys). Took me three tries with the hang-glider where the only thing it would do was make right turns when I hit 'down' before I realized what it was doing to me.
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Re: Far Cry 2

Post by Zixinus »

My biggest issue weapon wise is I can't modify my weapons; I'd love to have different scope options, silencers, laser targeting, etc. But then admittedly Crysis spoiled me that way.
I think that weapon modification was dropped because it would have screwed with the gun balance.

Laser pointers would have allowed accurate fire from the hip, which would ruin the point of iron-sight aiming.

Scopes would fuck with the intended ranges of your weapons.

Silencers.. erm.. well, would screw with stealth mechanics and balance. Plus, realistically very few weapons are good with a silencer.

And so on. Same thing for under barrel grenade launchers. Besides, if they wanted to be realistic, they would have had to make a different under barrel mount for all the different rifles and even possibly different ammunition. End result is that it would make an already large selection of weapons needlessly confusing and complicated. Besides, accessories are more of fiddly thing that would only slow down the game and most of the weapons are intended to be old and out-of-date.
They totally missed that's how the factions are SUPPOSED to be.
Though, some level of uniform or at least an uniform identifying insignia would make things a little less confusing. Also, a few events where we can see the two sides fighting together would have also been helpful, as so far I only got to see a town fight and then everyone turned against me. The reason for that would be that it would actually give us the sense that the two factions are fighting eachother rather than just you.

EDIT: Oh, and we all know that Gamespot is retarded like most internet professional reviewers. When you get your paycheck from sponsorship from the companies whose games you review, you have to be nicer than what they deserve. If you have any level of intelligence or rationality to say otherwise, you will quickly get fired. Therefore, the more idiotic and generic the reviewer, the better.
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Stark
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Re: Far Cry 2

Post by Stark »

I'm not even sure the faction guys look different. In the 'kill guy in hunting lodge by waterfall' mission, your guy calls you up when the reinforcements spawn and says OH NO IT'S THE APR and I had no fucking idea how I was supposed to know that.
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Re: Far Cry 2

Post by JointStrikeFighter »

Stark wrote:I'm not even sure the faction guys look different. In the 'kill guy in hunting lodge by waterfall' mission, your guy calls you up when the reinforcements spawn and says OH NO IT'S THE APR and I had no fucking idea how I was supposed to know that.
When i rescued my dude from the barge it was aparantly the APR and the ULLR fighting each other. Not that I could tell.
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Re: Far Cry 2

Post by CaptHawkeye »

What's funny is that a way to differentiate between them could have been really easy. "APR gets green bandana/UFLL gets red arm patch". It's not like it would have been hard to code. Not to mention, if you had given the player a means to tell who's who, then you wouldn't ALWAYS need to worry about faction dudes on your current mission shooting you. You could work WITH them openly.
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Stark
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Re: Far Cry 2

Post by Stark »

I think it could be intentional; there isn't supposed to be a difference, after all, and EVERYONE shoots you anyway so there's no risk of 'friendly fire'.
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Re: Far Cry 2

Post by Singular Intellect »

I'm delighted (relatively) to say that I broke the FC2 engine. I had suspected as much, but turns out that if you climb one of those high dividers between roads where it's almost impossible to do so, massive sections of the map disappear and I actually forced the game engine to do a quick load before everything popped into place on the other side.

Not quite as open ended as they make you believe...the game is indeed employing a method of 'corridor' limitations. :P
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Re: Far Cry 2

Post by DrMckay »

Just started playing the game on my roomie's comp b/c he's got a good graphics card. He wants to play Fallout 3, so it's fun switching back and forth.

Initially, I thought the Jackal was Carver-the character from the first game, because of the whole unhinged thing, similar appearance, and the fact that it would have made the plot rather interesting.

I'm really enjoying the m1903, and wish it could be modified to use iron sights. As far as the weapons go, usage, rusting, and jamming is a really good Idea. I like the fact that you can pick up replacements for the weapons you have purchased for free at the armories near the gun stores, and if you buy the crates you can put weapons in them to pick up at any safehouse. Anyone going diamond hunting? and how do you get the gold AK?
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Darwin
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Re: Far Cry 2

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DrMckay wrote:Just started playing the game on my roomie's comp b/c he's got a good graphics card. He wants to play Fallout 3, so it's fun switching back and forth.

Initially, I thought the Jackal was Carver-the character from the first game, because of the whole unhinged thing, similar appearance, and the fact that it would have made the plot rather interesting.

I'm really enjoying the m1903, and wish it could be modified to use iron sights. As far as the weapons go, usage, rusting, and jamming is a really good Idea. I like the fact that you can pick up replacements for the weapons you have purchased for free at the armories near the gun stores, and if you buy the crates you can put weapons in them to pick up at any safehouse. Anyone going diamond hunting? and how do you get the gold AK?
I've got all the diamonds off the first map, working on the second.

Gold AKs are found in shacks and caves in out of the way places. They never jam, though after using it a ton it looks a little less shiny.

I've done a little destructive testing that has turned out interesting.

MGL: 68 rounds with one jam, after which I got a blooper. blew apart on the first shot of the 17th magazine. This is a durable weapon!

Dart rifle: unreliable after only about 12 rounds. ouch. good chance of blowing up soon after.

uzi: holy crap. 1 jam out of 43 magazines/1290 rounds. need a location with more ammo if I wanna try to blow it up.

M249: first jam during the 9th 100rd belt. blew up on the first shot of the 11th belt. note I don't have the reliability upgrade for this one.

Flare gun: no jams. blew apart on around the 45th shot.

Anyone have more destructive testing requests?
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Re: Far Cry 2

Post by Stark »

I've had the minimi consistently begin to jam in the middle of the second ammo load, or after ~6 reloads. I've got the reliability additon, but if I go past the base ammo load I always see jams quite frequently. After 8-9 loads on the MGL I see ocassional jams (only annoying because it plays the 'fire' noise and then doesn't actually fire). I've never had my SVD jam, even after 3 complete loads of ammo (about 12 mags).
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Re: Far Cry 2

Post by Resinence »

Try the AR-16, you can barely put 1 ammo load through it before it starts jamming fairly consistently, even with the upgrade. I stopped using it after it was all rusted and practically useless before I even got the damn mission finished. The dart rifle is bad but I only ever use it to kill a few guys before I attack so don't really notice. I have to say I'm pleasantly surprised with FC2, it's better than I expected, but those bloody "lol guys teleport back after you move 500m" checkpoints need to go, but everyone else already complained about that.
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Darwin
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Re: Far Cry 2

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Resinence wrote:Try the AR-16, you can barely put 1 ammo load through it before it starts jamming fairly consistently, even with the upgrade. I stopped using it after it was all rusted and practically useless before I even got the damn mission finished. The dart rifle is bad but I only ever use it to kill a few guys before I attack so don't really notice. I have to say I'm pleasantly surprised with FC2, it's better than I expected, but those bloody "lol guys teleport back after you move 500m" checkpoints need to go, but everyone else already complained about that.
let's hope it's addressed in a patch.

I tried the AR16 with the ammo left over after my minimi test, 3 full loads (12 magazines) got it looking like crap, but I didn't hit a malfunction.

Will do some more comprehensive testing soon.
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Re: Far Cry 2

Post by thejester »

Well, just finished it. Ending was pretty intense, particularly the diamond-retrieval mission...good to see the Apocalypse Now inspiration openly referenced.

The think I now love about this game is that having finished the story (and really, it ceased being open world three quarters of the way through) I'm just going to go back and fuck up checkpoints non-stop. I've barely touched half the weapons.

EDIT: Kept my USAS from the Jackal portion onwards and it began to jam frequently in the last segment.
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Re: Far Cry 2

Post by JointStrikeFighter »

I had a USAS assplode early in the game.
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Darwin
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Re: Far Cry 2

Post by Darwin »

Darwin wrote: I tried the AR16 with the ammo left over after my minimi test, 3 full loads (12 magazines) got it looking like crap, but I didn't hit a malfunction.

Will do some more comprehensive testing soon.
not as bad as I thought. the AR blew up on the 43rd magazine, (about 1270 rounds) and had 5 or 6 total malfunctions, the first of which hit on about magazine 19. Realibility rating 5

the G3KA4 first jammed on magazine 27, 41, and like the AR blew up on #43. hmmm. Reliability rating 3.5

The suppressed makarov ran like a trooper, started getting crappy around the 18th magazine and blew apart on the first shot of the 25th magazine (200 shots) reliability 3 and no upgrade purchased.

MP-5SD didn't jam till the 46th magazine (1358 rounds), jammed again on 48, 49 and 50 and exploded on the first shot of the 51st mag after exactly 1500 rounds. Reliability 5 apparently well earned.

Uzi first jam 2 shots into the 28th magazine, another on the 29th, 34, and exploded on 38 (about 1120 rounds) rated 4.5 in reliability.

The AK, with its legendary 5 reliability went on till magazine 63 (1880 rounds) without a hitch at all until it spontaneously blew to bits.

the Dragunov also rated reliability 5 jammed on round 202, 222, and exploded on 259.

That's all the testing I can do at the moment, as the M79 and RPG7 are too tough for me to break without a lot more work, and I don't have the other weapons bought.
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Re: Far Cry 2

Post by Companion Cube »

So does the game actually track how long you use a particular weapon, and when it breaks down? Or were you actually shooting trees for ages in the name of science? :)
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Re: Far Cry 2

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Companion Cube wrote:So does the game actually track how long you use a particular weapon, and when it breaks down? Or were you actually shooting trees for ages in the name of science? :)
Killin' trees.

This doesn't take into effect how going for a swim affects the state of your guns. I've been told that it does.
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Re: Far Cry 2

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Been playing this game for a good week now and it is pretty decent however I really do find some of the weapon class choices to be tiresome. Granted, it makes a nice change from Doom or Quake style weapon carrying where you can carry everything under the sun but this game's selection has annoyed me.

I have found myself resorting to a MGL140 / Silenced Pistol / SAW combination because that is the only viable options for a robust selection. I really dont like the idea of having to constantly go to an armory to change your loadouts for every mission when the respawn rates at checkpoints make it a repetative chore. It would be so much easier if the safe houses also had the ability to stock the full arsenal of weapons you have bought.
The weapon crates I find to be rather useless. Put the Golden AK-47 inside to save it and thats the assualt range storage ability gone which is even more wasteful when these storage crates dont store an unlimited supply of the weapon you put in. Hence, the weapon crates are better used to just store backups in case you end up losing a weapon in the field and need a quick replacement before your next trip to an armory.
It would have been better to have made the weapon crates in safehouse allow access to ALL the weapons you have bought of that class. That way you can use any safe house as a armory which the game already does with the numerous upgrades you get along the way.

The Dart rifle was quite impressive but having it fall apart so easily made it useless and I think the game really does need a more reliable silenced sniper rifle. Hence, I end up using the SAW for getting down and dirty with close range shooting matches while I can use my grenade launcher to slay entire checkpoints of infantry and jeeps alike. The silenced pistol is used for trying the stealth approach but I find it pretty useless compared to just going in with heavier ordinance.

Personnally, I would prefer it if the sniper rifles were moved to the 'special' section and the silenced MP5 moved to the Secondary section.
MGL140 / MP5 / AS50
This set up would be so much more useful from what I have seen. I am hoping there will be a good moding community for this game because I have heard a lot of complaints about MP which reduces replayability once everyone gets bored playing the SP story enough.
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Re: Far Cry 2

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PREDATOR490 wrote:Been playing this game for a good week now and it is pretty decent however I really do find some of the weapon class choices to be tiresome. Granted, it makes a nice change from Doom or Quake style weapon carrying where you can carry everything under the sun but this game's selection has annoyed me.

I have found myself resorting to a MGL140 / Silenced Pistol / SAW combination because that is the only viable options for a robust selection. I really dont like the idea of having to constantly go to an armory to change your loadouts for every mission when the respawn rates at checkpoints make it a repetative chore. It would be so much easier if the safe houses also had the ability to stock the full arsenal of weapons you have bought.
The weapon crates I find to be rather useless. Put the Golden AK-47 inside to save it and thats the assualt range storage ability gone which is even more wasteful when these storage crates dont store an unlimited supply of the weapon you put in. Hence, the weapon crates are better used to just store backups in case you end up losing a weapon in the field and need a quick replacement before your next trip to an armory.
It's good for the first half of the game, but the golden AKs will just give you problems and limit your ability to use the primary crate. I don't get much use out of the assault rifles, preferring to use my primary slot for MGL or sniper rifle, secondary for uzi (90% as good as any assault rifle) or M79, and special is either the dart rifle or usually the M249. With this in consideration, safehouses are actually useful to me for swapping out roles.
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Re: Far Cry 2

Post by Stark »

Yeah, the crates are expensive but save you a lot of running around, and I only use 2 loadouts anyway.
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Re: Far Cry 2

Post by Lagmonster »

Even with access to the better weapons, I've only maintained one standard loadout - grenade launcher in the pistol slot, silenced MP5 in the assault rifle slot, Dart Rifle up top. I've never had any weapon go bust on me, probably because I don't mind driving to gun shops between missions.

The checkpoints are a pain in the ass, but I've had substantial luck navigating around them - I generally synchronize the game so I travel only at night, lights-off, map out, in the buggy. When I get near a checkpoint, I just go off-road and wind my way through the brush. Even if they see me they generally can't hit me and certainly can't catch me, and I speed on my merry way.
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Darwin
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Re: Far Cry 2

Post by Darwin »

Lately I've been sticking to these loadouts:

MGL+Flaregun+M249
Dragunov+Uzi+RPG7

and my nighttime loadout
MP5SD+M79+Dart Rifle

I just have no reason to use the assault rifles anymore.
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Re: Far Cry 2

Post by JointStrikeFighter »

Patch is out, sadly no fix for the checkpoints, though 5.1 actually works now lol.
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Re: Far Cry 2

Post by Venator »

I've never had any weapon go bust on me, probably because I don't mind driving to gun shops between missions.
I tend to switch all my guns whenever I'm near an armoury, simply because it's convenient and insures against a lot of future mishaps.
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