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[EDIT] Redux mod removes bullet sponginess. Combat is much more fluid and realistic. [E]
- You can find the full guide on my profile page.
____________________________________
Silenced Makarov 6 P9 pistol - Coupled with the use of any scoped weapon can be
used as a sniper. - An oddity in the games mechanics allows you to remain perfectly
motionless even while changing weapons, so you can aim for a head shot with a
scoped weapon, then while remaining scoped and without moving - quickly switch
to the silenced Makarov and fire. With patience and timing many bases can be
stealthily cleared with the Makarov alone.
- Drawbacks
Secondary weapons slot.
Can't carry any pistol and also have access to IEDs or the town clearing M-79 GL.
Some weapons that become available about 4% into the game :
Ineffective machine gun and pistols:
- MP5 silenced - Great handling, not very accurate at range and under-powered.
- MAC10 and Uzi spray like crazy which is devastating at very close range but
number of bullet hits decreases dramatically with distance. - Not efficient.
Incidentally, the MAC 10 and the PKM cost the same, compared to the others the
PKM is deadly accurate at range, packs a heavy punch and with upgrades carries
100 in the magazine + 900 with extended ammo pouch. (Easy Mode)
Later Weapons Availability :
Assault Rifles - AR 16 is scoped, powerful with a good ammo capacity and fire rate.
(and it's cheap) Unfortunately it's not available in the shop until the southern map.
- SAW Much like the PKM, 400 ammo but with better handling. Also becomes available
later in the southern map.
You can get these last two early if you're willing to scavenge them.
- See "Weapons Jams" above.
Launchers -
M-79 GL - The one shot wonder can saturate a large area very quickly with a 3.5
second reload time. Excellent handling and with experience great accuracy at range.
- Best launcher in the arsenal.
MGL 140 - This 8 in the mag hog takes some getting used to. Great at extreme range,
accurate aiming decreases at short range. Handling is poor, reloads take much longer.
It also occupies your primary weapons slot, so no shotguns or other primaries can be
carried with it.
Rocket launcher - Fun in the first shot - a pain for the rest. Usually alerts all ai in
the area to your exact location. - Painfully slow reloads.
Mortar - Covers a wide area, aiming is tricky, set up is slow; could do the job more
quickly and precisely with the M79 GL which is also much more versatile.
- After playing for years I've ended up with what I believe is the ideal loadout -
Map 1
Primary
Found AR - the only full auto to have near pinpoint accuracy at range. - Substitutes
for sniper. Great handling. Low recoil.
Secondary
GL79 - Once you understand the arc and velocity you can drop a hot surprise party
just about any where, even at great distance on moving targets. 3 1/2 second load
time is the best of the launchers. (swap out with IEDs only when needed)
Special
PKM - For its superior penetrating power and ammo capacity. The ideal mid to
close range stopper. Helps to conserve ammo for the longer range AR.
Map 2
Only difference is I get the AR and SAW as soon as possible to replace my
found AR and PKM.
________________________________________
- Best of luck - ! 8 )
Treat each mission on its merits and what tools you need.
For me, the two main arsenals are:
1. USAS 12 - quick jabs on the trigger allow single shots, aim at the torso.
2. M79 Grenade Launcher - for when fuel drums aren't enough :)
3. Dart Rifle - at distance, pick 'em off from tree/rock cover.
in Weapon Crates:
1. AS50 - decapitation 1:01
2. Eagle 50 - shoot 'em in the leg, move along and toss a cocktail at 'em.
3. M249 SAW.
Don't discount the free weapons with the Fortune's Pack. Double barrel shotgun and suppressed shotgun and crossbow. Handy when you're saving up for weapons :)
Shotguns are not designed for distance but the USAS 12 is reasonably accurate up to "20yds or so" and the firing rate will stop a rhino.
Use the throwables effectively and you won't miss not having grenade/rocket launchers. Most NPCs will drop a spare grenade when killed. Fire is a handy distraction/clearance option too.
The turret pickup trucks are an essential part of war in this game. They save you oodles of ammo. Practice swapping between seats and also rear entry/exit. Note that the turret gun 'remembers' its position, so get in the habit of returning the barrel to look forward. That way it's always facing the same direction as the vehicle. Negates any disorientation from sudden displacement of FOV. (because I'm 60yo)
The first time you find a hang-glider, save your game. Use that savegame for flying practice: Launch. Fall. Crash. Reload. Repeat.
You'll be surprised just how far you can get with careful flying.
Just like me in Forza: Ground. Sky. Ground. Sky. Ditch.
If you ain't dyin', you ain't tryin'.
I really like the AK as well, I had a tough time figuring out whether I prefer it over the Dragunov, but the other setup is way more complete imo and it suits my game style.
My strategy is basically to infiltrate in the camp, kill as many mercs as possible with the Makarov and retreat to a flank when they notice it, attacking them with the Dragunov. PKM for the medium range, it is nice enough, although I miss the raw power of the silent shotgun and the Homeland for the close combat (besides, shotguns are my favourite weapons and the Makarov doesn´t fulfill my expectations, is almost a wasted slot). Other times I prefer causing some mainhem shooting to an explosive barrel or whatever with the Dragunov.
I tested the silent MP5 and I don´t like it at all, it is too weak imo, although really silent and has an amazing accuracy.
As room217au says, I am not missing neither the grenades launcher nor the crossbow, although they are amazing assets. And yes, if it is available I always drive the machine gun equipped pick ups (the DLC big truck is fine as well, although too slow). Thanks for the advice about the torret and rear exit, I didn´t know it ´remembers` its position.
In Act 2 I will probably go for the Dart Rifle given that it covers both stealth and sniper, an assault rifle (either AK or FAL) and the M79. Or perhaps the AS 50 and the MGL 140 are so good that they make me reconsider my options.
Isn´t the AR like a semi auto? If I recall correctly, it is the last assault rifle, and I didn´t like its fire rate.
P.S. I have just noticed that the Dart Rifle is available in Act 1 (I thought it wouldn´t appear till Act 2). It´s amazing but its ammo is crippling, is it possible to increase the max ammo? I only see reliability and accuracy guides in the armory.
Which one do you think is best?
Snipers ALL 3 of them,dragunov can be used to wound with good % and can "chain kill",last act 2 SR even penetrates and can even kill 2 enemy or hit enemy and explode something behind him with 1 shot.
Rarely the late game enemy(even shirtless) survives a torso shot from the anti material sniper rifle on vanilla infamous......must be double armored skin.
Silent makarov many times,headshots are ALWAYS instant kill and "silent".Usually can "prekill" 25-50% of the enemies in a big base.Very rarely I even killed all on my way to objective without any fight.(can use sniper scope change weapon trick for easier HS.
Sometimes dart life too,but very low ammo and very low durability always instakill.Never used with silent makarov.
PKM or SAW for close-mid range MUCH better than an AR/SMG close range also on vanilla infamous late game enemies die in like 5-10 AR body shots,but they have MUCH less clip and ammo reserves than a machine gun(cost same or more diamonds too).I don't use DLC "free"weapons for self restriction.
GL 79,good general anti vechile,convoy.Sometimes used in soldier combat,many times I killed my self with it in infrantry combat.......(too many times).
I always have camo suit(after bolt action/silent makarov) and passive helthkit/nade/ used ammo upgrades+commonly used vechile upgrades(usually jeep and assault truck) for better hp/faster repair.
EID throw it on a barrel push it to a target VIP inside ceasefire zone,gently come out of zone,push the button run about 10 meters and done with almost zero risk.Rarely used elsewhere.Many VIPs inside zones.(You can also fully clear a cease fire zone,but it is extremely hard on infamous,there are like 20-30 enemies.)
EID maybe could be used to lure enemies away,too lazy to tactics......
RPG mostly looted then used againts soon coming patroling vechiles then ditched.
6 clip grenade launcher late game for base clearing.
D eagle/ SMGs sometimes for fun light combat areas.Rarely used shotguns,likely good in room/lure enemies to the door/room areas.
^^^^Imo Dragonuv+PKM+Silent Makarov and Dart rifle/AK 47.Depending on difficulty/upgrades affecting ammo reserves a LOT.
"Golden"( 8 hidden found only) AK 47s also have very very high durability I use them sometimes.
ARs in general are not bad,very very likely better in REDUX(non bulletsponge enemies),in vanilla snipers have better kill to used ammo ratio,more safety distance net.
SMG have much better kill to used ammo ratio than SMGs including ammo reserves.
Need to reload in combat less often,but they do.........
Might not apply to lower difficulties.
Edit:just found "exploit"
IP: How to 'renew' a golden AK-47
There is a trick to "renew" the Golden AK-47. Go to your local weapon shop and buy the normal AK-47 (if you do not already have it). Then change your golden one for a normal AK-47. Switch back to your golden version and it should be as good as new!
Hey! Can we confirm that this query is now answered and resolved for you thanks to the help of the community?
- Ubisoft Support
Yes! - Sorry, I'm playing with a version of the Redux mod and the AR is full auto.
- But - the weapon is very efficient at three shot bursts and you can hit a target
that's just a few pixels tall in your scope. I gave up the sniper when I found that
I only had to get a little bit closer to take out other snipers with the AR.
- It's a great advantage to have a weapon that can serve the dual purpose and
have more effective and accurate hits mid to long range.
It has worked fantastic for me, a combined stealth, sniper build with some heavy combat weapons too. I think I have around 300 diamonds at this point, and I don´t think I will need to purchase any more weapons.
Interesting. - Those are two solid loadouts. I decided to limit myself and not use
silent weapons because I prefer to have the GL instead of the pistol - ( Used almost
exclusively on vehicles.) and either the Homeland, SPAS or AR, and have the PKM
or SAW instead of the Dart Rifle.
The AR is definitely an advantage, my hit ratio jumped up immediately and combat
overall got much more efficient.
I do use stealth in the game in two ways. I use stealth to get in as close as possible
and set up my targets looking for the right moment to let them know they've got
company,
I really enjoy dealing with them at close range instead of picking them off. - I used
to set up at a distance forcing them to come searching. Now I get right in the middle
if possible before ringing the bell, (The element of surprise can be a great advantage)
and after that use stealth evasions to confuse pursuers to get the drop on them.
- I love surprises ; ) - and - the 'dance' can be very interesting.
I also love on certain assignments trying to ghost completely. My latest success
was retrieving a note from the little shack underneath the northern sniper tower
in Sepoko (NW of the South map.) - Getting in clean is a thrill and getting out
clean is very satisfying.
Oh ya, - Nearly forgot to mention, I just get the weapons I think I'll need to get
through the game. I like to use the pistol sometimes so I go with the Desert Eagle,
and I like the effectiveness of shotguns at close range.
Late in the game when there's a break from malaria attacks I take a long break from
the game missions, buy most of the remaining weapons and play with all of them.
For myself I consider fire, silenced, sniping and exploding barrel kills way too easy,
though at times barrel kills have been a life saver.
- Thanks very much for the feedback - !8 )