Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

Equipment/Tactics Guide

by lamekupo

Far Cry 2 Equipment and Tactics Guide

Table of Contents:

NOTE: To find what you're looking for, use Ctrl+F. The codes in brackets to 
the right are for this purpose.

	1. Legal Info.................[LEGAL]
        2. Version History............[VHIST]
        3. Introduction...............[INTRO]
		-Credits
		-Contact
        4. Weapons....................[WEAPN]
		a) Assault Rifles......[ASR]
		b) Sniper Rifles.......[SNP]
		c) Shotguns............[SHT]
		d) Light Machine Guns..[LMG]
		e) Pistols.............[PST]
		f) SubMachine Guns.....[SMG]
		g) Rocket Launchers....[RKT]
		h) Grenade Launchers...[GRN]
		i) Other Weapons.......[OTH]
		j) Hand-Tossed.........[HND]
		k) Mounted Weapons.....[MNT]
	5. Vehicles...................[VEHIC]
	6. Equipment..................[EQUIP]
--------[IN PROGRESS]--------
	7. Basic Strategy and Tactics [BASIC]
		a) Strategy & Planning.[PLN]
		b) Fighting Tactics....[TCT]

================================
~ 1. LEGAL INFORMATION [LEGAL] ~
================================

Parts of this document may not be distributed or reproduced in anyway without
express permission from the author, Colin Lee. This document was intended for 
the Internet and will remain as such. It is never to appear in whole or in 
part in a magazine, article, etc. The document may not be copied in whole or
in part to make any sort of profit. 

It is not to appear on any other sites besides the following:

www.gamefaqs.com
www.neoseeker.com
www.supercheats.com

Copyright � 2009 Colin Lee

==============================
~ 2. VERSION HISTORY [VHIST] ~
==============================

'Far Cry 2 Equipment and Tactics Guide' started June 24th, 2009.

-[Version 0.10] 06/24/09 Completed Table of Contents, Legal Information,
Version History and Introduction sections.

-[Version 0.35] 06/29/09 Entire Weapons sections finished. Guide released.

-[Version 0.65] 01/08/10 After a long hiatus, Vehicles section finished.

-[Version 0.85] 02/28/10 After a shorter hiatus, Equipement section finished.

===========================
~ 3. INTRODUCTION [INTRO] ~
===========================

This guide is designed to provide some insight and advice on equipment and 
basic tactics for Ubisoft's Far Cry 2. I'd like to use this guide to provide 
a sort of 'advanced tutorial' for FC2 players, though I'm definitely not the 
expert or anything. This is my first guide, although I've been reading guides 
on GameFaqs for a couple years now. Time to stop lurking I guess.

NOTE: All content of this guide is based on experience from FC2's Singleplayer
Normal Mode.
NOTE: You may use Ctrl+F to find asterisk footnotes as well. Place brackets 
around the number of asterisks to find the footnote. 

~+CREDITS+~
  THANKS TO:
- Ubisoft for making FC2 for us!
- Gamefaqs, Neoseeker and Supercheats for hosting my guide!
- You for reading my guide!

~+CONTACT+~

For questions or concerns, email me at:

	[email protected]

Do contact me with:
- Questions
- Comments
- Constructive criticism
- Guide-relevant opinions and rationales
- Spelling/gramatical/informational mistakes
- Guide-relevant facts

Do NOT contact me with:
- Spam
- Insults
- Cursing
- Irrelevant topics

I'll try to respond to any productive emails as soon as possible. If I do not
respond, I either haven't checked my email recently, or your email wasn't very
relevant.

======================
~ 4. WEAPONS [WEAPN] ~
======================

This section will provide you with specific weapons, their stats as well as 
upgrades, and some insight on how to optimize their use. Use Ctrl+F and the 
code in the brackets to find any particular section you need.

[*] Includes magazine, Default-Ammo Upgrade

	a) Assault Rifles......[ASR]
	b) Sniper Rifles.......[SNP]
	c) Shotguns............[SHT]
	d) Light Machine Guns..[LMG]
	e) Pistols.............[PST]
	f) SubMachine Guns.....[SMG]
	g) Rocket Launchers....[RKT]
	h) Grenade Launchers...[GRN]
	i) Other Weapons.......[OTH]
	j) Hand-Tossed.........[HND]
	k) Mounted Weapons.....[MNT]

---------------------------
+ a) Assault Rifles [ASR] +
---------------------------
Assault Rifles are the bread and butter of FC2 (as well as most other games)
and the workhorses out of all the weapons. Assault Rifles are very versatile
weapons and achieve mostly in that aspect. All Assault Rifles are confined to
the Primary Weapon slot. To increase their maximum ammo capacity, buy the 
Assault Webbing in Act II of the game.

Things to consider in Assault Rifles:
-High reliability (Needs to get you through whatever you need)
-Nice mix of other stats (Should be versatile)

-Available in Leboa-Seko-

G3-KA4
======
Weapon Slot: Primary
Magazine Capacity: 30 rounds
Ammo Capacity*: 120-180
Fire: Automatic
Cost: 6 Diamonds
Upgrades:
-Ammo: 10 Diamonds
-Accuracy: 3 Diamonds
-Reliability: 3 Diamonds
Stats:
-Damage: 1.5/5
-Range: 2/5
-Accuracy: 3/5
-Reliability: 2/5
-Fire Rate: 2/5

Notes:
The basic starting weapon. Most agree that this gun is a horrible gun. The 
damage is terrible; coumpounded with the bad fire rate and pitiful accuracy, 
it may take a 10-30 shots before you down a single enemy. The range doesn't 
measure up to other Assault Rifles either. Lastly, the worst tick about this 
gun, is the reliability. The gun frequently jams in the heat of battle.

With all these problems, the G3-KA4 is barely more useful than a pistol. It is
highly suggested you spring for the AK-47 as soon as possible. I'd also advise
you not to even try buying the upgrades for this gun, it'd only waste 
diamonds.

AK-47
======
Weapon Slot: Primary
Magazine Capacity: 30 rounds
Ammo Capacity*: 120-180
Fire: Automatic
Cost: 10 Diamonds
Upgrades:
-Ammo: 10 Diamonds
-Accuracy: 2 Diamonds
-Reliability: 2 Diamonds
Stats:
-Damage: 2/5
-Range: 2.5/5
-Accuracy: 4/5
-Reliability: 4.5/5
-Fire Rate: 2.5/5

Notes:
Of all the staple Assault Rifles, the AK-47 will likely remain an old friend
even after you've moved on to other guns. The gun is a huge leap from the 
G3-KA4 in all stats, just improving all around. The gun has basic damage and 
range for an Assault Rifle, the accuracy is pretty good. And the fire rate is
average. But the main reason players enjoy the AK-47, even after 
better-performing guns become availble is the amazing reliability. The weapon
will hardly jam, even when highly degraded. Thus, it's a great weapon for any
occasion, escpecially long missions.

However, the AK-47, amid its greatness, has one flaw: its recoil. The recoil is
simply massive, and will build up immensely after 5 or so shots. To minimize 
this problem, buy the accuracy upgrade. This will help, but not rid you of the
problem. The solution to the AK-47's dillema is to either fire in short bursts
(recommended) or to aim lower and allow the recoil to collect anyway (wastes
ammo, not aiming for the target areas).

Silent MP-5
======
Weapon Slot: Primary
Magazine Capacity: 30 rounds
Ammo Capacity*: 120-180
Fire: Automatic
Cost: 20 Diamonds
Upgrades:
-Ammo: 10 Diamonds
-Accuracy: 5 Diamonds
-Reliability: 5 Diamonds
Stats:
-Damage: 1/5
-Range: 2/5
-Accuracy: 4.5/5
-Reliability: 4/5
-Fire Rate: 3/5

Notes:
While the Silent MP-5 (a.k.a. MP-5SD) counts as a SubMachine Gun in reality,
the game lists it as an Assault Rifle. All the versatility of an Assault Rifle
except silenced- that's the key behind this weapon's success. The main 
advantage of the gun is its ability to stealthily remove enemies from the 
picture without revealing your position. However, the target will usually 
scream, alerting the others that you're somewhere in the vicinity. The gun is
quite accurate and the recoil is a bit under average, although the low damage
nullifies these two advantages a little.

The problem with the gun would have to be the way it actually fires. The low
range of the gun means that you'll have to move in slightly closer to make 
the kill, although range isn't needed where the weapon excels, in urban 
sprawl, with lots of cover and hiding spots. The core problem is the low damage
which is kind of compensated by the accurracy, recoil, and fire rate, but not
all the way. Still, it's the best stealth option and a must for infiltrator
type players.

-Avaialble in Bowa-Seko-

FAL Paratrooper
======
Weapon Slot: Primary
Magazine Capacity: 30 rounds
Ammo Capacity*: 120-180
Fire: Automatic
Cost: 10 Diamonds
Upgrades:
-Ammo: 10 Diamonds
-Accuracy: 3 Diamonds
-Reliability: 3 Diamonds
Stats:
-Damage: 2/5
-Range: 4/5
-Accuracy: 4/5
-Reliability: 3.5/5
-Fire Rate: 2.5/5

Notes:
For many, this is the next great Assault Rifle as a staple. It exceeds the 
AK-47 mainly in accuracy, meaning less bursting and more rounds on target.
However, for some, the AK-47 is preferred over this gun due to the decreased
reliability, a no-no for Assault Rifles. But to those who enjoy the FAL Para,
the gun is an accurate, versatile weapon that can quickly adapt to many 
situations. The increased accuracy and reduced recoil allows the gun to quickly
drop enemies in only one or two bursts and hit targets from further away,
something the AK-47 cannot follow up on.

AR-16
======
Weapon Slot: Primary
Magazine Capacity: 30 rounds
Ammo Capacity*: 120-180
Fire: 3-round Burst
Cost: 20 Diamonds
Upgrades:
-Ammo: 10 Diamonds
-Accuracy: 5 Diamonds
-Reliability: 5 Diamonds
Stats:
-Damage: 2/5
-Range: 2.5/5
-Accuracy: 5/5
-Reliability: 2.5/5
-Fire Rate: 3/5

Notes:

A very unique rifle, the AR-16 sports a Green Dot Scope (GDS), the 3-round 
Burst fire mode, and an unbelievable amount of accuracy. With these features,
you will either hate the rifle, or love it.

The GDS is unique to the AR-16, making it the only scoped Assault Rifle out of
the entire group. The advantages of the GDS are mainly the magnification and 
the free range of vision it provides. However, the downsides are that the gun's
range cannot support the scope very well, and the green dot will blend into the
background sometimes, especially during the daytime in a grassland. 

The most unique feature of the AR-16 would have to be the 3-round Burst, it 
being the only gun with that feature. The key to taking advantage of this 
feature is to tap the trigger button repeatedly, timing each tap directly after
the burst to exploit the gun's high fire rate. The disadvantage of the burst is
that it will cost you a few, vital, extra seconds to fire the gun correctly, 
making it more difficult to engage multiple enemies at once.

Lastly, is the accuracy; for most, this feature is a good thing, allowing for
more shots on target areas, such as the head. For others however, the accuracy
means that the margin for error is drastically decreased, coupled with the 
scope, creates a weapon that's either hit or miss. Additionally, the accuracy
is not backed by the range of the gun, meaning that the GDS is almost nullified
for shooting farther.

With all these features, the AR-16 would seem nice, however, the lack of range
can ruin it all for some players. However, I would venture to say that the GDS
is less for range, and more for creating a larger margin of error when aiming
at target areas. Thus, the would be best utilized by headshot artists. However,
this makes for an Assault Rifle which cannot live up to the versatility of the
other weapons in its class. It really falls the to the player to decide whether
he or she likes the gun.

--------------------------
+ b) Sniper Rifles [SNP] +
--------------------------
Sniper rifles are a must for players who enjoy taking out enemies tactically
from a long distance away. Some say that the AI of FC2 has horrible reactions
to long distance attacks and thus sniper rifles are too cheap against the AI.
Whatever your position on the subject, sniper rifles are a must for countering
enemy snipers if you're not the flanking run-'n'-gun type of player. For the 
ammo upgrade, buy the Marksman Bandolier in Act II of the game.

Things to consider in Sniper Rifles:
-High accuracy (Needs to hit the target areas, such as the head.)
-High damage (Should kill the target instantly.)
-Powerful Scope (You'll need to see what you're shooting before you can hit it)

-Available in Leboa-Seko-

M1903
======
Weapon Slot: Primary
Magazine Capacity: 5 rounds
Ammo Capacity*: 30-50
Fire: Bolt-Action
Cost:  Diamonds
Upgrades: 
-Ammo: 15 Diamonds
-Accuracy: 3 Diamonds
-Reliability: 3 Diamonds
Stats:
-Damage: 4/5
-Range: 5/5
-Accuracy: 3.5/5
-Reliability: 2/5
-Fire Rate: 0.5/5

Notes:
The M1903 Springfield is the first Sniper Rifle that will become availble for 
purchase. It's a great starting weapon, especially compared to the G3-KA4 for
Assault rifles, and will give you a good taste of the essence of sniping in
FC2. The weapon is all around pretty basic for a Sniper Rifle- large range, 
high damage. It really shines in that it has the highest accuracy of any of
the Sniper Rifles.

However, there are two major flaws with the weapon. First, and most noticable,
is the time-consuming and cumbersome Bolt-Action. Although not the only weapon
with Bolt-Action fire, it definitely holds the title of "Slowest Gun" as the 
fire rate is half of the other Bolt-Action rifle, the Dart Rifle. This means 
that after each shot, re-acquiring your target will be that much more difficult
; in other words, make your shots count.

All in all, a good starter Sniper Rifle, but you should really move on once you
get the chance.

Dragunov SVD
======
Weapon Slot: Primary
Magazine Capacity: 10 rounds
Ammo Capacity*: 30-50
Fire: Semi-Automatic
Cost: 20 Diamonds
Upgrades:
-Ammo: 15 Diamonds
-Accuracy: 5 Diamonds
-Reliability: 5 Diamonds
Stats:
-Damage: 3.5/5
-Range: 5/5
-Accuracy: 3/5
-Reliability: 3/5
-Fire Rate: 1.5/5

Notes:
The Dragunov is definitely on of the best Sniper Rifles, competing for the top
with the AS50. The advantages the rifle has over all the others in its class 
are its reliablitly and fire rate.

Those who prefer the Dragunov over the AS50 cite the rifle's higher fire 
rate and lower recoil, refusing accusations that the Dragunov's low damage is
a large disadvantage as one shot to the torso will still down an enemy. These
two advantages provide for a weapon that can quickly thin a swarm of enemies 
from afar without batting an eyelash. However, AS50 supporters say the low 
damage means the weapon is incapable of an anti-material role, as it takes at
least two shots to simply destroy an explosive barrel or ammo/explosive/pyro
piles. Additionally, attemepting to engage a vehicle is completely futile with
the rifle. 

Thus, the Dragunov is actually more of an anti-personnel weapon than the AS50.

Dart Rifle
======
Weapon Slot: Special
Magazine Capacity: 1 rounds
Ammo Capacity*: 5-10
Fire: Bolt-Action
Cost: 10 Diamonds
Upgrades:
-Ammo: 15 Diamonds
-Accuracy: 3 Diamonds
-Reliability: 3 Diamonds
Stats:
-Damage: 5/5
-Range: 5/5
-Accuracy: 3/5
-Reliability: 2.5/5
-Fire Rate: 1/5

Notes:
The Dart Rifle uses pneumatic firepower to keep the gun silent. With this,
the Dart Rifle becomes the ultimate counter-sniper weapon as it can take down
a sniper quite easily, without revealing your position. However, the target 
will still scream, alerting nearby enemies. However, killing an enemy far from
the others, such as a sniper on a very tall tower, will leave your enemy's 
scream unheard, concealing your very presence. Thus, if you can attack a sniper
before he spots you, and dispatch him without his friends hearing, your 
presence will be completely concealed until you decide to appear.

The only three flaws with this Sniper Rifle however, are the relatively weak 
scope, Bolt-Action fire and extremely limited ammo. Compared to other Sniper 
Rifles, the Dart Rifle's scope is a bit weaker, meaning less range for 
non-marksman type players. Not much can be done about the limited ammo except
conserving ammo for more sniper-vital shots and buying the Marksman Bandolier.
The Bolt-Action fire, although faster than the M1903's, defeats what would be
a large advantage to the gun: little to no recoil. Thus, the recoil advantage
held by the gun is nullified by the Bolt-Action which requires one to 
re-acquire the target anyway.

-Available in Bowa-Seko-

AS50
======
Weapon Slot: Primary
Magazine Capacity: 5 rounds
Ammo Capacity*: 30-50
Fire: Semi-Automatic
Cost: 15 Diamonds
Upgrades:
-Ammo: 15 Diamonds
-Accuracy: 8 Diamonds
-Reliability: 8 Diamonds
Stats:
-Damage: 5/5
-Range: 5/5
-Accuracy: 3/5
-Reliability: 2.5/5
-Fire Rate: 1/5

Notes:
The other contender for top of the Sniper Rifle list, the AS50 can only lord 
one stat over the other Sniper Rifles, damage. However, the rifle brings a lot
of damage to the table- truckloads.

Supporters of the AS50 cite that the gun's incredible damage facilitates easy,
accurate destruction from afar. The rifle is capable of setting off explosive
barrels and ammo/explosive/pyro piles in a single shot. Addtionally, only a 
few shots to the hood of the car leaves it smoking, extending the Sniper 
Rifles' destructive reach to patrol vehicles as well. As well as this, the AS50
sports a significantly more powerful scope than any other Sniper Rifle. 
However, Dragunov supporters argue that the AS50's ludicrous recoil and slower
fire rate create a Sniper Rifle with simply excessive damage, as a Dragunov
round to the torso still produces the same effect. In fact, it produces it 
faster as re-acquiring a target is that much quicker. 

In essence, the AS50 is an anti-material rifle, designed more for the tactical
sniper than the conventional.

---------------------
+ c) Shotguns [SHT] +
---------------------
Shotguns are for the run-'n'-gun, twitchy-trigger-finger players who prefer 
rushing into and enemy base and getting up-close and personal. In addition to
clearing small areas, such as rooms, in seconds, Shotguns can also be used to
spray small clusters of enemies simultaneously at mid-range, a.k.a. "flakking",
a useful ability for areas with a high density of cover. Buy the Shotgun 
Bandolier to increase their Ammo Capacity.

Things to consider in Shotguns:
-Good damage (Should drop close range targets instantly)
-Good reliability (There's no where to hide and clear the jam if you're close
to the enemy)

-Available in Leboa-Seko-

Homeland 37
======
Weapon Slot: Primary
Magazine Capacity: 6 rounds
Ammo Capacity*: 48-72
Fire: Pump-Action
Cost: 4 Diamonds
Upgrades:
-Ammo: 10 Diamonds
-Accuracy: 1 Diamonds
-Reliability: 1 Diamonds
Stats:
-Damage: 3/5
-Range: 1/5
-Accuracy: 2.5/5
-Reliability: 4.5/5
-Fire Rate: 1/5

Notes:
For such a cheap weapon, the Homeland 37 actually does get the job done. The
gun uses Pump-Action fire, so it's bascially the M1903 of Shotguns with its 
ever so slow fire rate. Also, like the SPAS-12, it suffers the from a slow 
reload, as they require reloading one shell at a time. Coupled with the small
magazine, this gun may end up frustrating you if you're not the most 
Shotgun-savvy player. 

However, the gun does sport one outstanding feature- the incredible 
reliability. You'll be hard-pressed to get a Homeland 37 to jam on you, as it 
holds the same amount of reliability as the trusty AK-47. This means that 
the Homeland 37 will never jam on you when you're in the same room as a 
trigger-happy mercenary. 

SPAS-12
======
Weapon Slot: Primary
Magazine Capacity: 12 rounds
Ammo Capacity*: 48-72
Fire: Semi-Automatic
Cost: 10 Diamonds
Upgrades:
-Ammo: 10 Diamonds
-Accuracy: 3 Diamonds
-Reliability: 3 Diamonds
Stats:
-Damage: 3/5
-Range: 0.5/5
-Accuracy: 2.5/5
-Reliability: 2.5/5
-Fire Rate: 1.5/5

Notes:
The SPAS-12's main advantage over the Homeland 37 is the Semi-Automatic fire
mode, allowing the SPAS-12 to put off more rounds in shorter time. With this,
missing a shot is less likely to be the death of you. To top it off, the gun 
also has a larger magazine, further minimizing the impact of a flopped shot.
Despite these improvements, the SPAS-12 still needs to be reloaded one shell
at a time.

However, the SPAS-12 really lacks in range, having only half the range of the 
other Shotguns, making "flakking" clusters of enemies at mid-range harder. 
However, the SPAS-12 still retains the quality the Homeland 37 possesses in 
close-range combat. 

-Avaiable in Bowa-Seko-

USAS-12
======
Weapon Slot: Primary
Magazine Capacity: 12 rounds
Ammo Capacity*: 48-72
Fire: Automatic
Cost: 35 Diamonds
Upgrades:
-Ammo: 10 Diamonds
-Accuracy: 8 Diamonds
-Reliability: 8 Diamonds
Stats:
-Damage: 2/5
-Range: 1/5
-Accuracy: 2/5
-Reliability: 2/5
-Fire Rate: 3/5

Notes:
Fully Automatic, the USAS-12 is the best Shotgun for "flakking" clusters of 
enemies at mid-range. The range not provided in the SPAS-12 also returns,
further adding to its role as a "flak" gun. The Automatic fire also makes the
USAS more capable of clearing a room of multiple enemies and further reduces
the impact of missing shots. Topping it all off, the USAS-12 uses a more
conventional detachable box magazine, for much quicker reloading.

However, the USAS-12 lacks the quality of the other two Shotguns, with less 
damage, less reliability, and less accuracy as well. But due to its Automatic
fire, the damage and accuracy are made up for. But that said, the reliability 
is still a problem, jamming on occasion in the heat of battle, this is can be
very bad if you're trying to take the fight close to the enemy. Not much can 
be done about it besides buying the reliability upgrade. Also, the magazine 
size of the gun is still the same as the SPAS-12, coupled with Automatic fire,
could result in you running out of ammo. 

-------------------------------
+ d) Light Machine Guns [LMG] +
-------------------------------
For intense conventional firefights, Light Machine Guns, or LMGs, are 
incredibly useful, able to drop enemies in single bursts with astounding 
amounts of firepower. LMGs can easily spray withering amounts of lead at the
enemy, making them great weapons for any situation, at firefight distance.
Additionally, LMGs sport huge magazines, almost ridding you of the need
to reload. For more Ammo Capacity, buy the Gunner Pack in Act II.

Things to consider in LMGs:
-High fire rate (Should spit out a lot of lead to drop the enemy)
-Large magazine (You shouldn't need to reload much, but both LMGs have the same
magazine size anyway)

-Avaiable in Leboa-Seko-

PKM
======
Weapon Slot: Special
Magazine Capacity: 100 rounds
Ammo Capacity*: 300-500
Fire: Automatic
Cost: 10 Diamonds
Upgrades:
-Ammo: 15 Diamonds
-Accuracy: 3 Diamonds
-Reliability: 3 Diamonds
Stats:
-Damage: 2/5
-Range: 1/5
-Accuracy: 2.5/5
-Reliability: 4.5/5
-Fire Rate: 2.5/5

Notes:
Besides the decreased range and accuracy, the PKM sports stats very similar to
the AK-47 in its damage, its reliability, and more disapointingly, its fire
rate. Although these stats make it seem pitiful, the PKM is still a decent
LMG, as it sports the advantage over the AK-47 in its large magazine, and the
M-259 SAW in reliability. 

However, the PKM, also like the AK-47, sports bad recoil, forcing the player
to fire in controlled bursts to keep in under control, nearly nullifying the
advantage of large magazines. All in all, the PKM is still a decent LMG and 
your only choice for basic firepower in the Special weapon slot. 

-Avaiable in Bowa-Seko-

M-249 SAW
======
Weapon Slot: Special
Magazine Capacity: 100 rounds
Ammo Capacity*: 300-500
Fire: Automatic
Cost: 20 Diamonds
Upgrades:
-Ammo: 15 Diamonds
-Accuracy: 5 Diamonds
-Reliability: 5 Diamonds
Stats:
-Damage: 2/5
-Range: 1/5
-Accuracy: 3/5
-Reliability: 3/5
-Fire Rate: 3/5

Notes:
In the category of LMGs, the M-249 SAW is definitely the better of the two with
its better recoil, accuracy and most importantly, its fire rate. The low recoil
and high fire rate of this gun allow the player to quickly riddle an enemy with
bullets with a single, sustained but quick burst, then, taking advantage of the
large magazine, move on to the next enemy without missing a beat. For these
reasons, the M-249 SAW is everything a LMG should be.

--------------------
+ e) Pistols [PST] +
--------------------
Not too much can be said about Pistols to most players. They're Secondary 
weapons, meant for a little back-up if you run out of ammo, but there are much
better choices to fill your Secondary slot with. However, to the headshot 
artist, the pistol is a viable main weapon choice, with their high accuracy.
To increase they're Ammo Capacity, buy the Pistol Belt in Act I.

Also, due to the shorter barrel lengths, pistols will not shoot directly
behind the foresight, but rather they will hit slightly above it. Keep this in
mind when firing any Pistol.

Things to consider in Pistols:
-Good reliability (Back-up needs to be there whenever you need it)
-High accuracy (For the headshot artists out there)

-Available in Leboa-Seko-

Makarov
======
Weapon Slot: Secondary
Magazine Capacity: 8 rounds
Ammo Capacity*: 32-48
Fire: Semi-Automatic
Cost: 4 Diamonds
Upgrades:
-Ammo: 7 Diamonds
-Accuracy: 1 Diamonds
-Reliability: 1 Diamonds
Stats:
-Damage: 1/5
-Range: 1/5
-Accuracy: 4.5/5
-Reliability: 3/5
-Fire Rate: 2/5

Notes:
Not much can be said about the Makarov, it's just the basic pistol. 
It's Semi-Automatic and has good reliability. It also has indeniably amazing
accuracy, unfortunately the astoundingly low damage means lessens its 
effectiveness. 

Despite the range rating on its stats, some say the weapon is capable 
of hitting enemies from Assault Rifle ranges with the same effecitiveness up
close. However, these claims can probably be attributed to the high accuracy
coupled with the already minimal damage.

Silenced Makarov 6P9
======
Weapon Slot: Secondary
Magazine Capacity: 8 rounds
Ammo Capacity*: 32-48
Fire: Semi-Automatic
Cost: 6 Diamonds
Upgrades:
-Ammo: 7 Diamonds
-Accuracy: 2 Diamonds
-Reliability: 2 Diamonds
Stats:
-Damage: 1/5
-Range: 1/5
-Accuracy: 4.5/5
-Reliability: 3/5
-Fire Rate: 2/5

Notes:
As it's name may reveal, the 6P9 is much the same weapon as the basic Makarov,
except silenced. For those who need a little stealth every now and then, the
6P9 fits the bill. However, it's imperative that you not be to stingy with your
shots as giving the target time to recover and fire back could reveal your 
position. As with most stealth weapons, the target will usually scream anyway,
revealing your presence. 

Additionally, some say that the silencer, as it does in reality, reduces the
range of the weapon, though I contend that there's not much range to reduce
anyhow. (See the Makarov's Notes for discussion on the Makarov's "range".)

Star.45
======
Weapon Slot: Secondary
Magazine Capacity: 8 rounds
Ammo Capacity*: 32-48
Fire: Semi-Automatic
Cost: 6 Diamonds
Upgrades:
-Ammo: 7 Diamonds
-Accuracy: 2 Diamonds
-Reliability: 2 Diamonds
Stats:
-Damage: 1.5/5
-Range: 1.5/5
-Accuracy: 4/5
-Reliability: 4/5
-Fire Rate: 1.5/5

Notes:
Akin to a better version of the Makarov, the Star.45 has its stats spread
around a bit more, making it a more useful gun. With the improved damage and
range, the Pistol is a bit better for headshot artists as well as other players
in general despite the decreased accuracy. However, the Pistol also sports more
recoil, slowing its fire rate. Additionally, the Pistol is the most reliable 
out of its category.

-Available in Bowa-Seko-

Desert Eagle.50
======
Weapon Slot: Secondary
Magazine Capacity: 8 rounds
Ammo Capacity*: 32-48
Fire: Semi-Automatic
Cost: 10 Diamonds
Upgrades:
-Ammo: 7 Diamonds
-Accuracy: 3 Diamonds
-Reliability: 3 Diamonds
Stats:
-Damage: 2.5/5
-Range: 1.5/5
-Accuracy: 3.5/5
-Reliability: 2.5/5
-Fire Rate: 1/5

Notes:
The Desert Eagle.50, or Eagle.50 for short, is incredibly powerful for the 
Pistol category of weapons. The accuracy is a bit toned down though, making it
a bit less of a gun for headshot artists, and more of a good back-up for 
conventional players, able to drop enemies in 2-3 shots. 

However, the recoil on the weapon is absolutely brutal, slowing the fire rate
a fair amount.

----------------------------
+ f) SubMachine Guns [SMG] +
----------------------------
SubMachine Guns, or SMGs, are basic firefight automatic weapons such as Assault
Rifles or Light Machine Guns in smaller compact form to fit in the Secondary 
slot. The main role of a SMG is to provide protection in a firefight to 
players carrying other weapons in their Primary and Special slots. To upgrade
the Ammo Capacity, buy the Light Assault Webbing in Act I of the game.

Things to consider in SMGs:
-Decent damage (Should down enemies without wasting ammo, running out of ammo 
is a bad idea in a firefight)
-Good reliability (Jamming in a pitched firefight is also a bad idea)

NOTE: Although the MP-5 counts as a SMG in reality, in the game, it's an 
Assault Rifle [ASR], check that section if you're looking for it.

-Available in Leboa-Seko-

MAC-10
======
Weapon Slot: Secondary
Magazine Capacity: 30 rounds
Ammo Capacity*: 120-180
Fire: Automatic
Cost: 10 Diamonds
Upgrades:
-Ammo: 10 Diamonds
-Accuracy: 3 Diamonds
-Reliability: 3 Diamonds
Stats:
-Damage: 1/5
-Range: 1.5/5
-Accuracy: 4/5
-Reliability: 2/5
-Fire Rate: 5/5

Notes:
The first SMG available to you, the MAC-10 is the only choice for an automatic
firefight weapon for a player carrying other guns in their Primary and Special
slots. Though accurate, the range does not back it, meaning the accuracy is
only useful for getting more bullets on target, which may not be needed much
in a firefight weapon.

The main problem with the MAC-10 would have to be the combination of its low
damage and high fire rate. In other words, you'll have to eat up a lot of 
rounds to take down any enemies. Also, the reliability is a bit low, meaning
you will occasionally experience a few jams. The recoil although low, is 
nullified by the high fire rate, making the weapon a bit difficult to handle.

-Available in Bowa-Seko-

Uzi
======
Weapon Slot: Secondary
Magazine Capacity: 30 rounds
Ammo Capacity*: 120-180
Fire: Automatic
Cost: 20 Diamonds
Upgrades:
-Ammo: 10 Diamonds
-Accuracy: 5 Diamonds
-Reliability: 5 Diamonds
Stats:
-Damage: 2/5
-Range: 2/5
-Accuracy: 3.5/5
-Reliability: 3/5
-Fire Rate: 2.5/5

Notes:
Essentially, the Uzi is an easier to handle and manage version of the MAC-10. 
With higher damage and a lower fire rate, the Uzi will take down enemies more
like a conventional Assault Rifle, and eating less ammo. Additionally, just as
in reality, the Uzi has very low recoil due to its weight balancing. The range
of the weapon is also superior, only if slightly so. Lastly, the Uzi is more
reliable than the MAC-10.

-----------------------------
+ g) Rocket Launchers [RKT] +
-----------------------------
Rocket Launchers are the best means to project explosives accurately over large
distances. As such, sniper type players who enjoy elevated positions should
reach for Rocket Launchers rather than Grenade Launchers when seeking explosive
capabilities. Both Rocket Launchers are confined to the Special weapon slot
however, so it may pose problems to a Dart Rifle sniper specialist. To improve
their Ammo Capacity, buy the Rocketeer Satchel in Act II.

Also, rockets have a different way of being unreliable than other weapons. 
The projectiles will fire, however, sometimes the rocket will swerve straight
up and fall back down in front of you, come spinning out of the tube, or even
fly straight until the last second and set a fire as a swerves straight up.
Buy the reliability upgrade to help avoid these issues. Additionally, rockets
have a bit of a delay before impacting their target, meaning that long range
shots must be fired ahead if using unguided rockets.

Things to consider in Rocket Launchers:
-High damage, high range (Both Rocket Launchers have the same of these stats
anyway)
-Reliability (Wild rockets are not fun, especially considering you can't carry
many of them, you want the intended effect everytime you fire)
-Scopes vs. Ironsights
-Computer Guided (CG) vs. Unguided ammunition

-Available in Leboa-Seko-

RPG-7
======
Weapon Slot: Special
Magazine Capacity: 1 rounds
Ammo Capacity*: 4-6
Fire: Muzzle-Loaded
Cost: 20 Diamonds
Upgrades:
-Ammo: 15 Diamonds
-Accuracy: 5 Diamonds
-Reliability: 5 Diamonds
Stats:
-Damage: 5/5
-Range: 4/5
-Accuracy: 3/5
-Reliability: 3/5
-Fire Rate: 0.5/5

Notes:
Despite very similar stats with the Carl-G, the RPG-7 and the Carl-G compete
for the top. Though the RPG-7 does not sport a scope or Computer Guided(CG) 
rocket, it is appreciated by its supporters for its relative simplicity and
better reliability. Carl-G supporters say that the range of the RPG-7 is 
nullified by the lack of a scope, but RPG-7 say a scope can be substituted via
the tactic of "ghost sniping". To "ghost snipe" the player uses a scope of
another weapon, such as a Sniper Rifle, or even the recon monocular to find 
their target, then quickly switch to the RPG-7, and fire at the same spot.
Even if the target moves, the RPG-7 is delivering an explosive, so pinpoint 
accuracy is not an issue.

RPG-7 supporters also denounce the Carl-G's major con of shooting a jet of 
flame out the back when fired, setting ablaze anything flammable behind the 
player, and forcing the player to re-locate to another position as the fire 
will not only burn them alive, but even in the jungle where fire does not 
spread far, it will still act as a beacon, like a lighthouse broadcasting their
position. Furthermore, RPG-7 supporters contend that the Carl-G's manual reload
which requires the player to press the trigger button to load another rocket
can become a nuisance quite easily in the heat of battle when the player 
forgets to reload, acquires a new target, only to press the trigger and start
reloading.

-Available in Bowa-Seko-

Carl-G
======
Weapon Slot: Special
Magazine Capacity: 1 rounds
Ammo Capacity*: 4-6
Fire: Rear-Loading
Cost: 35 Diamonds
Upgrades:
-Ammo: 15 Diamonds
-Accuracy: 8 Diamonds
-Reliability: 8 Diamonds
Stats:
-Damage: 5/5
-Range: 4/5
-Accuracy: 3.5/5
-Reliability: 2.5/5
-Fire Rate: 0.5/5

Notes:
Despite somewhat similar stats and several more advanced features, the Carl-G's
superiority is contested by those who prefer the RPG-7. Carl-G supporters cite
the scope, although not very high-powered, is much better than the RPG-7's
peculiar ironsight. Additionally, the Carl-G also sports Computer Guided(CG) 
rockets, which can be utilized by turning in the direction you want the CG
rocket to turn, adjusting your speed to adjust the degree of the turn. 
Supporters of the Carl-G refuse the idea that the jet of flame emmitted out
the back of the launcher is much of a problem as firing from atop a 
non-flammable surface such as a road, building or rock easily remedies the 
situation.

Carl-G supporters say that the RPG-7's lack of a scope denies it the range 
advantage Rocket Launchers are expected to have. The "ghost sniping" tactic
utilized by RPG-7 users is inefficient at neutralizing moving targets such as
vehicles, which explosives should always be able to do. The Carl-G's CG rockets
and scope allow players to simply follow the target with their scope then fire
for the kill. 

------------------------------
+ h) Grenade Launchers [GRN] +
------------------------------
The primary purpose of Grenade Launchers is to provide quick and easy access
to explosives without too much concern for range, accuracy, or reliability of
the projectile. Grenade Launchers can easily take out unexpected patrol 
vehicles and neutralize guard posts. To increase the Ammo Capacity of these
weapons, purchase the Grenadier Webbing in Act I.

Also, grenades have an even slower delay than rockets; although this shouldn't
be a problem if you're not trying to fire from extreme distances. Grenades also
travel in arcs, allowing them to fire over cover. However, this adversely
affects accuracy as you'll have to guess how high to aim you're weapon. 
Grenades will not explode immediately upon impact with the water, so when
firing at boats, aim a bit short, or directly at the boat.

Things to consider in Grenade Launchers:
-Reload speed(Not the most accurate weapons, if you miss you need another shot
as fast as possible)

-Available in Leboa-Seko-

M-79 Grenade Launcher
======
Weapon Slot: Secondary
Magazine Capacity: 1 rounds
Ammo Capacity*: 4-6
Fire: Breech-Loading
Cost: 20 Diamonds
Upgrades:
-Ammo: 10 Diamonds
-Accuracy: 5 Diamonds
-Reliability: 5 Diamonds
Stats:
-Damage: 4.5/5
-Range: 2.5/5
-Accuracy: 3/5
-Reliability: 4/5
-Fire Rate: 0.5/5

Notes:
Also referred to as the "Thumper", "Blooper", or even the "Wombat Gun", the 
M-79 Grenade Launcher brings an explosive delivery system to your secondary
slot. The Thumper is a very reliable weapon, on top of being quite accurate 
with a decent amount of range. It's imperative that you're able to guess
arc trajectory to maximize the range past what the stats say however. 

The only issue with the weapon is the slow Breech-Loading fire mechanism, which
for most, is a perfectly acceptable cost for having it in the Secondary slot.

-Available in Bowa-Seko-

MGL-140
======
Weapon Slot: Primary
Magazine Capacity: 4 rounds
Ammo Capacity*: 12-20
Fire: Semi-Automatic
Cost: 35 Diamonds
Upgrades:
-Ammo: 10 Diamonds
-Accuracy: 8 Diamonds
-Reliability: 8 Diamonds
Stats:
-Damage: 4.5/5
-Range: 3.5/5
-Accuracy: 4/5
-Reliability: 4/5
-Fire Rate: .5/5

Notes:
The MGL-140 is definitely the last weapon to be unlocked for a reason. The 
weapon is incredibly powerful, able to fire up to 4 grenades in relatively
rapid succession. And as if it wasn't enough, the Grenade Launcher also
sports a scope, and not just any scope- a very high-powered one. The scope is
more powerful than the one mounted on the Carl-G, in fact, its magnification
is similar to that of the Dart Rifle. That's right, the weapon as a -sniper
scope- on it. Using the good range and amazing scope, you can pretty much
blow up anything you want, fast and far. Despite the somewhat long reload time,
the MGL-140 is definitely the most powerful weapon out there.

For this reason, you actually might want to not purchase this weapon as it 
might seem overpowered to you and ruin the game for you. The game may or may 
not get too easy if you can just blow up everything in sight, reload for a few 
seconds, then do it again.

--------------------------
+ i) Other Weapons [OTH] +
--------------------------
These weapons don't really have any others like them and most are pretty
unconventional. Once you figure out the multiple ways to use them, many of 
these weapons will become devastating in your hands.

-Available in Leboa-Seko-

Machete
======
Weapon Slot: Machete
Magazine Capacity:  N/A
Ammo Capacity*:  N/A
Fire: Melee
Cost: N/A
Upgrades:
-Ammo: N/A
 -Name: N/A
-Accuracy: N/A
-Reliability: N/A
Stats:
-Damage: 2/5 (Instant kill for injured enemies)
-Range: N/A
-Accuracy: N/A
-Reliability: N/A
-Fire Rate: N/A

Notes:
No matter what, you will always have your Machete with you. It's your only
melee weapon so remember to use it if you need. The Machete is a silent weapon
although as with most silent weapons, the target will scream when downed. The
Machete can be used on injured enemies as well if you don't want to expend
ammo on them. 

The best time to use your Machete is if you need to escape an area fast, and
don't have time to shoot everyting along the way. Simply sprint, stopping only
to take down enemies as quickly as you can. Additonally, the Machete can be 
used to intimidate people for certain missions. Keep that in mind.

Improvised Explosive Devices
======
Weapon Slot: Secondary
Magazine Capacity: 1 rounds
Ammo Capacity*: 4-6
Fire: Remote-Detonation
Cost: 10 Diamonds
Upgrades:
-Ammo: 10 Diamonds
 -Name: Grenadier Webbing
-Accuracy: N/A
-Reliability: N/A
Stats:
-Damage: 5/5
-Range: N/A
-Accuracy: N/A
-Reliability: N/A
-Fire Rate: N/A

Notes:
Improvised Explosive Devices, or IEDs, are essentially incredibly powerful
explosives and a trigger. You have to figure out the delivery system yourself.
To use IEDs, simply press the trigger button to drop an explosive, then press
the aim button to toggle between another explosive and the trigger. When the
trigger is out, simply press the trigger button to set off the explosives.
In addition, IEDs can be attached to vehicles. 

IEDs have a mulititude of uses, the most common is to place them along a 
road and set them off when a patrol or convoy passes over them. Besides being
used for an ambush, IEDs can also be attached to cars for offensive purposes.
I suggest attaching the IEDs to the front of the car, as although it would
seem better to launch the car at the enemy, the car can actually act as a blast
shield, absorbing a lot of the IEDs' massive energy. Additionally, if you're
nearby and explosive pile, you can attach up to 9 IEDs to the car. To utilize
your mobile bomb, simply accelerate at your target, get out before impact 
without braking the car, run a safe distance away, and detonate the IEDs.
This method easily takes out guard posts. For best results, use Roadsters
or Jeep Wranglers as they have the most inertia after you bail out. 

The IED doesn't simply have to be a bomb either, it will start fires upon
detonation as well, making it a superb distraction. Simply plant the bomb
away from your entrance point, preferably near something flammable, then 
detonate it before entering. This method can be vital to stealth players as
it will attract a lot of enemies away from you.

Flare Pistol
======
Weapon Slot: Secondary
Magazine Capacity: 1 rounds
Ammo Capacity*: 12-18
Fire: Breech-Loading
Cost: 4 Diamonds
Upgrades:
-Ammo: 10 Diamonds
 -Name: Pyrotechnic Satchel
-Accuracy: 1 Diamonds
-Reliability: 1 Diamonds
Stats:
-Damage: 1/5
-Range: 3/5
-Accuracy: 3/5
-Reliability: 3/5
-Fire Rate: 0.5/5

Notes:
The cool thing about the Flare Pistol when the game was in development was that
it was supposed to be able to call in nearby reinforcements, such as those
from the enemy faction, to come in, and the two factions would start fighting
each other. Don't expect this to work. The only purpose for the Flare Pistol
now is to create roaring blazes at a distance. Remember that like other 
Pistols, the point of impact will always be a bit above the foresight. However,
the Flare travels in an arc as well, so if you need to get it a bit farther,
raise the gun a bit.

The Flare Pistol carries an astounding amount of ammo from the start, so don't
be afraid to burn the entire place down. Being able to create fires from a 
distance is more useful than you might think actually. First of all, you can
easily light grass and shurbs on fire, and if you can encircle enemies in the
blaze with a few shots, their as good as dead. Don't attempt direct hits with
the weapon though, it doesn't do much damage, shoot around the enemy(s) for 
the best effect. It can also be used to create and easy distraction, being
able to set fires whereever you aim is very useful in this sense.

But the real value of the Flare Pistol, is to the sniper. In addtion to the use
mentioned above, the Flare Pistol can be used to draw enemies hiding in
cover out into the open as they move to investigate the fire. Additionally,
visual barriers such as trees and shrubs can be burned off, allowing you 
visuals on the enemy much more easily. Or, if you know the position the
enemy's hiding behind, you can easily burn him out and force him to find
another position. Until then, he's vulnerable.

The only downside to the Flare Pistol is that it cannot directly kill any 
enemies, and once something is burned, it cannot be burned again.

-Available in Bowa-Seko-

LPO-50 Flamethrower
======
Weapon Slot: Special
Magazine Capacity: N/A
Ammo Capacity*: 300-500 seconds
Fire: Continous Flow
Cost: 20 Diamonds
Upgrades:
-Ammo: 10 Diamonds
 -Name: Pyrotechnic Satchel
-Accuracy: 5 Diamonds
-Reliability: 5 Diamonds
Stats:
-Damage: 3/5
-Range: 0.5/5
-Accuracy: 4.5/5
-Reliability: 4/5
-Fire Rate: 0.5/5

Notes:
Definitely a unique weapon, the LPO-50 has several uses. The first would have
to be its direct application- running into an area and burning all the enemies
out. Secondly, if you need a barrier between you and the enemy for whatever
reason, such as a car chasing trying to run you over, or simply for a getaway,
drawing a line in the grass is pretty easy. The LPO-50 can be used to set fire
under cars, ammo/explosive/pyro piles and explosive barrels; just be sure to
get away before they explode. Besides the somewhat limited amount of fuel,
the only limitation to the LPO-50 is its incredibly short range.

Type 63 Mortar
======
Weapon Slot: Special
Magazine Capacity: 1 rounds
Ammo Capacity*: 3-5
Fire: Muzzle-Loading
Cost: 20 Diamonds
Upgrades:
-Ammo: 15 Diamonds
 -Name: Rocketeer Satchel
-Accuracy: 5 Diamonds
-Reliability: 5 Diamonds
Stats:
-Damage: 5/5
-Range: 4/5
-Accuracy: 2/5
-Reliability: 2/5
-Fire Rate: 0.5/5

Notes:
Another very unique weapon, the Mortar is somewhat more conventional a weapon
than the others in the miscallaneous category. The Mortar can deliver 
shocking amounts of explosive over a long range completely unhindered by 
cover as it fires in a steep arc. To operate it, simple hold the aim button
to ready brace the weapon on the ground (you won't be able to move around as
you do this) and use the reload button to toggle between smoke shots, which 
will show you where your shot will land, and explosive shells, which do the 
real damage. Smoke shells will be noticed however, so try to use them only if
you must.

The only catch besides the lack of mobility is the trickiness of the weapon.
It's going to take some practice to master, as aiming with its leaf sight is
very tough. The best way to master it is to get practice, learn to estimate
how much farther each notch on the leaf sight will take the shell and with time
you'll master it.

------------------------
+ j) Hand-Tossed [HND] +
------------------------
Hand-Tossed weapons, like the Machete, will always have a slot to carry them. 
The projectiles will move in an arc, so aim up before throwing for better 
range. Maximum range is about 15-20 yards. 

M-67 Grenade
======
Ammo Capacity: 3-5
Upgrade:
-Ammo: 10
 -Name: Grenadier Webbing

Notes:
Basic Hand-Tossed grenade. As in reality, it contains a lot of explosive,
making for a big boom. Fuse is a little over 4 seconds. There's about a 
50% chance an enemy will drop a M-67.

Molotov Cocktail
======
Ammo Capacity: 3-5
Upgrade:
-Ammo: 10
 -Name: Pyrotechnic Satchel

Notes:
Used to start fires. You can use it for distraction, to attract enemies, to
smoke them out, or to remove vegetation for a better view of the enemy. A 
direct hit with one of these will make for an instant kill, so keep that in 
mind when you're out of options.

----------------------------
+ k) Mounted Weapons [MNT] +
----------------------------
Mounted Weapons can either be found on vehicles or mounted in bases and such.
These weapons are have unlimited ammo and are pretty powerful. However,
the lack of mobility when using them leaves you a sitting duck. Vehicle-mounted
weapons are escpecially dangerous as the vehicle could explode, taking you
with it. 

M-249 SAW
=====
Available throughout Act I and Act II on Assault Trucks, Fishing Boats, Swamp
Boats and mounts.
Fire: Automatic

Notes:
Much like the handheld version of the M-249 SAW, however this one sports
unlimited ammo. It will overheat so fire in bursts and make sure to watch for
heat waves and smoke.

M2 .50 Caliber
=====
Available throughout Act II on Assault Trucks and mounts.
Fire: Automatic

Notes:
A much more powerful gun, this Heavy Machine Gun can wreak havoc vehicles. The
fire rate may be to slow if you're aiming for perssonel though. It can overheat
just like the M-249 SAW so fire in bursts and watch for heat waves and smoke.

MK-19 Grenade Launcher
=====
Available on throughout Act II on Assault Trucks and mounts.
Fire: Automatic

Notes:
An automatic Grenade Launcher. The sight may be hard to aim with, but a short
range hit should impact directly in the middle. Like all Grenade Launchers, its
projectiles travel in an arc and will not explode immediately upon impacting 
the water, so aim a bit short when attacking boats, or aim directly at them.

If you're using one of these mounted on an Assault Truck, be sure not to fire
to close to nearby walls or cliff faces as the grenade could bounce off and
end up blowing up your truck.

=======================
~ 5. Vehicles [VEHIC] ~
=======================

You'll be doing a lot of traveling in FC2 and vehicles are your best source of
transportation for medium distances. For long trips use the bus, for short
distances, walk or sprint.

It has to be noted however, that all vehicles besides the Hang-glider are 
essentially time bombs waiting to blow up. This makes traveling by vehicle
significantly more dangerous, combined with the fact you'll most likely have
travel by road, which is shared by a number of patrolling Assault Trucks/Cars,
you may want to just walk. You could just take on any patrols, but if you 
usually use explosives to take down enemy vehicles, and even if you don't, you
might end up causing damage to or even blowing up your own vehicle. Assault
Truck patrols are manned by a driver as well as a gunner, putting you at a
disadvantage even if you have an Assault Truck yourself.

All in all, your best option to travel is still by vehicle, even if it is 
dangerous. You can even turn the fact that cars and boats are bombs into an
advantage with the proper application of explosives. Most notable is the use
of these applications is that of an IED, attaching it to a car or dropping it
into the hull of a boat (It seems that you can't attach IEDs to boats like you
can to cars, but dropping it on the deck works just the same.) can create a 
powerful weapon against guard posts.

Also keep in mind that cars and trucks make lethal weapons against small 
numbers of exposed enemies if you run them over. Ramming enemies with your car
can work if you coast it into them as well. (Simply drive at full speed then
ditch out of the vehicle without braking.) This is pretty useful for a 
pronged, shock attack. Simply drive your car straight at an enemy, then ditch 
out before contact to engage the others. 

Vehicles can also provide you a bit of cover if you don't have any better 
positons in your current situation. Vehicles won't take too much gunfire 
though, or god forbid an explosive like a grenade or RPG. However, if the 
vehicle is already blown up, it'll be invulnerable to gunfire, thus making them
pretty useful if you need a good piece of cover somewhere. Just remember to 
avoid the flaming engine, lest you burst into flames yourself.

You can also buy upgrades for vehicles, improving their stats all around as 
well as letting you fix them faster. But be warned that unless you are fond of 
running guard posts and engaging patrols, these upgrades aren't too useful.

-------
+ Car +
-------

The Car is the most common vehicle, pretty standard in every way. The 
suspension, the handling, the damage it can take, all just "okay". It has no
mounted weapon, so be prepared to jump out of the car to defend yourself, or
simply run over your enemies. 

The wide hood and alright speed of the Car make it pretty useful if you prefer
to run over enemies. Conversely, if you prefer to step outside and engage your
enemy, (This is recomended if there's more than a few enemies, or your enemy
isn't standing on the ground.) The Car can provide some legitimate cover. Just
don't hide behind it too long as it won't take too much punishment, and you 
won't want to be next to it when it blows up.

-----------------
+ Assault Truck +
-----------------

The main feature of the Assault Truck is that it always comes with a powerful
mounted weapon with unlimited ammo. These weapons include the M249 SAW, the
M2 Heavy Machine Gun (HMG) and the MK-19 Grenade Launcher. (The M2 and MK-19 
are only avaible in Act II.) To quickly switch from the driver's seat to the
gunner's platform, press the jump button. 

The Assault Truck, while quite heavily armed and sporting adequate armor, the 
handling and suspension force it to stay on the road, or risk getting caught
on a protuding rock. The speed of the vehicle is rather terrible too, so never
use it as a getaway vehicle from other vehicles. Alright at ramming enemies,
but they may have a chance to dive out of the way due to the vehicle's speed.

------------
+ Roadster +
------------

As the fastest land vehicle in the game, the Roadster is your best choice for
covering distance. Adding to this, the suspension is pretty good as well, 
meaning you can jump off the road a bit if need be. However, be warned, this 
buggy can't take much punishment- a little time off-road can cause this thing 
to start smoking. Never use it as cover; the thing is useless unless it's 
moving... fast. Also remember that the engine is behind you, so either look 
back if you think you've taken a hit or two, or just plain ditch it.

When using the Roadster, always remember speed is your best friend. Depending
on your situation, your best option is probably to try to outrun the enemy.
If they shoot at you, listen for ricochets to keep in mind how much your engine
is hit. The Roadster is coasts very well after you bail out, making it a 
superb choice for an IED car bomb.

Lastly, keep in mind that the narrow hood and high speed make the Roadster bad
at ramming enemies.

----------------
+ Jeep Liberty +
----------------

Essentially a Car with better handling and suspension, the Liberty allows you
some off-road capabilities. The Liberty also comes with 4 doors, allowing you
a couple more ways into the car if you really need to get out of the open. The
Liberty coasts a bit better than the Car as well, making it a better IED bomb.

The armor is alright, and the size of the truck should provide you with decent
cover in the absence of a better position.

-----------------
+ Jeep Wrangler +
-----------------

A lot like a Liberty (see above), except the Wrangler's suspension and handling
are a bit better.

-------------
+ Big Truck +
-------------

A pile if bricks with a toy motor is what this thing is. The Big Truck is 
incredibly slow, hardly manuverable and easily gets stuck due to a combination
of its immense size and terrible suspension. You won't see this thing often, 
but you'll have to drive it for a optional mission. 

Still, if you need a vehicle, this is better than nothing. Makes for really 
good cover in a pinch since it sports high armor, but a tree or a rock still
does the job much better.

--------------
+ Swamp Boat +
--------------

This is the main boat of FC2; at the end of almost every dock, you'll see one
of these. If you need to get somewhere fast, the water is probably your best
option, as most guardposts are located along the roads. 

The Swamp Boat is a lot like the Roadster- fast but weak. It also has the 
engine behind you, so remember to keep an eye on it as well. The boat also 
comes equipped with a mounted M249 SAW, however, as with most mounted weapons,
you'll be completely vulnerable to enemy fire as you use it. Add into the 
equation the fact that neither the boat nor the water provide much cover, and
you've got yourself a bad situation. 

If attacked, you should either ditch the boat and go overboard, or retaliate
more quickly than you could with the mounted gun by engaging with your own 
weapons. However, if you have the element of surprise, and the enemy isn't too
large in number, you may just want to engage with the M249 to avoid wasting 
ammo.

When driving the Swamp Boat, remember that to avoid the shore as much as you
can, or you can run it ashore. If this happens, you'll have to either get the
boat off the sand by simply continuing to drive, or you can jump out and give
it a push with the action button.

The boat will also coast very well, so if you need to make a silent landing 
with your gun at the ready, aim the boat towards shore and cut the engine 
at the right time to glide quietly onto land.

----------------
+ Fishing Boat +
----------------

The Fishing Boat is your only other alternative to the Swamp Boat. It only 
appears in Act II of the game, and is pretty uncommon. Like the Swamp Boat,
it carries a mounted M249. Also, it's more heavily armored, and has it's 
engine is in your view at all times, but is much slower than the Swamp Boat.

Due to it's decreased speed, it is recommended you just stick with the Swamp 
Boat. After all, it is a vehicle, and although it offers much more cover, it
won't take all that much punishment. Ditching can also be a bit tough with this
thing, since it has high walls.

However, if you've mastered the use of boats as a fighting platform, this boat
is probably better for the job, as it's high walls make for pretty good cover.
Like the Swamp Boat, the Fishing Boat coasts pretty well, so silent landings
are also possible. 

Additionally, the Fishing Boat won't always capsize after exploding, so if you
seriously need a fighting platform on the water, you can explode a Fishing Boat
a little ways off the shore and fight from there. Keep in mind it'll elminate
it's use as an escape and also isn't big enough to keep you completely covered
from enemies on the high ground. And also keep in mind blowing up the boat will
attract enemies- a lot of them.

========================
~ 6. EQUIPMENT [EQUIP] ~
========================

Aside from all the weapons and upgrades, you can purchase Equipment from the
shops. These pieces of equipment, save for the Camo Suit, simply offer extra
logistical advatanges for your missions.

-Available in Leboa-Seko-

-------------
+ Camo Suit +
-------------

Cost: 45 Diamonds
Allows for: Increased stealth in crouched still position.

The Camo Suit allows a player to better remain undetected when crouching and 
sitting still. Though expensive, it is highly recommended you buy this as the 
ability to remain undetected when you need to is very useful.

For one thing, the Camo Suit can allow you to sit relatively close to a road 
and evade patrols without even so much as moving off your intended path. This 
can also be applied to sneaking around in enemy bases. 

Even for players not too dogmatic about stealth, the Camo Suit offers advantage
in a fire fight too. The ability to change to another position after your 
original one has been compromised will allow you to easily take down any 
enemies who decided to advance or your previous position. 

---------------
+ Pistol Belt +
---------------

Cost: 7 Diamonds
Allows for*: 48 Rounds

The basic ammo upgrade for Pistols. It will allow you to carry 48 rounds of 
pistol ammuniton rather than only 32 rounds. (Including the magazine.) It's 
cheap, but considering that you most people don't use pistols often at all, it 
may not be worth the diamonds.

-------------------------
+ Light Assault Webbing +
-------------------------

Cost: 10 Diamonds
Allows for*: 180 Rounds

The ammo upgrade for the SMG class of weapons. It allows you to carry 60 more
rounds than the default. Considering how fast SMGs eat up ammo with their fast
fire rate, this is a pretty good buy if you use SMGs even a small amount.

----------------------
+ Shotgun Bandlolier +
----------------------

Cost: 10 Diamonds
Allows for: 72 Rounds

The ammo upgrade for Shotguns allows you to carry a whopping 24 extra shells 
for your weapons. It can be a pretty good deal depending on how often you use 
Shotguns and which out of the three you prefer- the USAS-12 will eat up rounds
much faster than a Homeland 37.

---------------------
+ Grenadier Webbing +
---------------------

Cost: 10 Diamonds
Allows for*: 5 M-67 Hand Grenades
             6 M-79 Launcher 40mm Grenades
             20 MGL-40 Launcher 40mm Grenades

A useful upgrade allowing you to carry extra ammo for your Grenade Launchers 
and a couple extra Hand Grenades as well. Considering it's two upgrades in one,
most consider it a really good buy. However, if you don't find yourself using 
either Grenade Launchers or Hand Grenades too often, save your diamonds for 
something else.

--------------
+ Medium Kit +
--------------

Cost: 25 Diamonds
Allows for: A few extra Syrettes.

This allows you to carry a few extra Syrettes. It's pretty expensive, so unless
your play style doesn't involve taking cover too often, you shouldn't need this
until at least Act II.

------------------------
+ Primary Weapon Crate +
------------------------

Cost: 16
Allows for: Access to another Primary Weapon from Safehouses.

If you put a weapon into a Primary Crate at any location, it'll show up in all
the other Primary Crates everywhere else. For example, you can put a AK-47 in
the Primary Crate from a store, then you can pick up the same weapon from any
other location with a Primary Crate. (Namely Safehouses.) Weapons stored in 
Crates will have the same degree of degradation as when they were stored.

You may or may not want to buy this depending on your usual Primary Weapon. If
you always use an AK-47, it's not quite worth it. But if you like to switch 
to a Sniper Rifle once in a while, or use a less reliable weapon like the 
AR-16, then it's definitely worth the diamonds.

--------------------------
+ Secondary Weapon Crate +
--------------------------

Cost: 8 Diamonds
Allows for: Access to another Secondary Weapon from Safehouses.

[See "Primary Weapon Crate" for explanation of how Crates work.]

Pretty cheap and pretty useful for its price. Considering Secondary Weapons 
usually sport low ammo capacity for their fire rate and their diversity in
purposes, the ability to re-arm with more or a different kind of firepower is a
serious benefit.

------------------------
+ Special Weapon Crate +
------------------------

Cost: 24 Diamonds
Allows for: Access to another Special Weapon from Safehouses.

[See "Primary Weapon Crate" for explanation of how Crates work.]

This is of questionable usefullness as most prefer one kind of Special Weapon.
Considering it's price, it may not be worth it. However, for true 
adaptability in loadouts, you'll need this. Also, you can simply use it to 
"reload" your weapon by placing the same weapon you brought along in the Crate,
allowing you to simply swap out the empty one for a fresh one when you need it.
This can be especially useful for Dart Rifle specialists.

-Available in Bowa-Seko-

-------------------
+ Assault Webbing +
-------------------

Cost: 10 Diamonds
Allows for*: 180 Rounds

The ammo upgrade for the Assault Rifle class. Unless your don't like Assualt 
Rifles, which is pretty rare, this is extremely useful. Having a lot of ammo 
for these weapons makes them even more versatile, especially the AK-47 since it
can last as long as you have rounds to put through it.

----------------------
+ Marksman Bandolier +
----------------------

Cost: 15 Diamonds
Allows for*: 10 Rounds (Dart Rifle)
             50 Rounds (the rest of them)

If you use any Sniper Rifle for an extended period of time, you know how 
frustrating it is to run out of ammo. Though a little expensive, this upgrade 
is well worth it for anyone who uses Sniper Rifles as a main weapon. Dart Rifle
specialists get a massive bonus as this effectively doubles the ammo capacity.

---------------
+ Gunner Pack +
---------------

Cost: 15 Diamonds
Allows for*: 500 Rounds

The ammo upgrade for the LMG class. 200 rounds is a whole lot of extra fire 
power. And for 15 Diamonds, this is great if you use LMGs with any frequency.
If you feel the need to constantly unload lead on the enemy, this is for you.

---------------------
+ Rocketeer Satchel +
---------------------

Cost: 15 Diamonds
Allows for*: 6 Rockets
             5 Shells (Type 63 Mortar)

Unless you're an avid user of Rocket Launchers or the Mortar, this upgrade 
isn't all that worth the price. However, if you like to use either of these 
weapons, this is a must due to their small ammo capacities.

-------------
+ Large Kit +
-------------

Cost: 25 Diamonds
Allows for: A lot of extra Syrettes.

Unless you frequently find yourself Swiss cheese, you will never need this. 
Like the Medium Kit, it's expensive and a tad redundant. Having this many kind
of takes the challenge out of the game, similar to the MGL-140. Most of the 
time, if you need Syrettes, they're a first-aid box very closeby.

However, if you really have trouble with the game...