Why Far Cry 4 Guns Still Feel Better Than Newer Games

Why Far Cry 4 Guns Still Feel Better Than Newer Games

Kyrat is a vertical nightmare. You’re dangling from a grapple hook, a Royal Guard patrol is screaming up the mountain path in a technical, and suddenly an eagle decides your scalp looks like a snack. In that chaos, the only thing that actually matters is the steel in your hands. Honestly, far cry 4 guns have a specific weight to them that the franchise has struggled to replicate in the years since we left the Himalayas. It’s not just about the damage stats. It’s the click-clack of a side-loading magazine and the way a signature weapon feels like a hard-earned trophy rather than just another loot drop.

Ubisoft Montreal really leaned into the "guerrilla" aspect here. You aren't a super-soldier; you’re Ajay Ghale, a guy who came to scatter ashes and ended up carrying a mortar launcher.

The Reality of Kyrat’s Arsenal

Most people remember the Buzzsaw. It’s the elephant in the room. Or rather, the gun that turns elephants into Swiss cheese. But focusing only on the overpowered Signature weapons misses the point of why the gunplay works. The base weapons—the ones you’re stuck with for the first ten hours—force a level of desperation. You start with garbage. A rusty AK-47 that kicks like a mule and a bow that feels more like a toy until you learn to lead your shots.

There’s a clear hierarchy. You have your standard fare, the stuff you buy at trading posts or loot off dead cultists. Then you have the attachments. But the soul of the game lives in the Signature Weapons. These are pre-modified versions of base guns, often with unique skins and stats that shouldn't exist in a remote mountain nation.

You want the Shredder? You’ve gotta hit Rank 6 in the Arena. That’s not just a menu click; that’s hours of dodging tigers and Molotovs. This "earn it" mentality makes the far cry 4 guns feel personal. When you finally unlock the Bushman by hitting Rank 10 in the Arena, you don't just equip it because it's "meta." You equip it because you bled for it.

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Why Sidearms Are the Secret MVP

In most shooters, the secondary is an afterthought. In Kyrat, it’s a lifeline. Since you’re constantly driving—or flying that sketchy little Buzzer gyrocopter—one-handed weapons are essential.

The M-79 grenade launcher (the "Thumper") sits in your sidearm slot. Think about that. You can pilot a helicopter and rain 40mm grenades on a convoy with one hand. It’s ridiculous. It’s also completely necessary. If you aren't carrying the Auto-Cross or the M-79 in that sidearm slot, you’re basically making the game twice as hard for no reason. The Auto-Cross is particularly nasty because it’s silent, has a high rate of fire, and allows you to recover ammo. It’s the stealth player’s best friend, especially when you’re trying to liberate an outpost without the alarms turning the sky into a swarm of reinforcements.

The Signature Weapons That Actually Matter

Let's get real about the Buzzsaw. It’s a modified MG42. In the world of far cry 4 guns, it is essentially a "win" button. Once you unlock it by liberating all 17 bell towers, the game's difficulty curve doesn't just dip—it falls off a cliff. It pierces cover. It shreds vehicles. It makes the final fortress assault look like a walk in the park.

But is it the best gun?

Depends on how you play.

  • The AMR: This is a Z93 sniper rifle on steroids. It fires explosive rounds. If you see a heavy flamer enemy—those guys in the thick suits who refuse to die—the AMR deletes them. You can't suppress it, though. Every time you fire, everyone within three miles knows exactly where you are.
  • The Shredder: A modified Vector .45 ACP. It’s arguably the most balanced "god-tier" weapon. High fire rate, zero recoil, and a suppressor. It’s the scalpels to the Buzzsaw’s sledgehammer.
  • The Bull: For the players who like getting messy. It’s an M133 shotgun with a suppressor and a red dot. Taking down a fortress using only a suppressed shotgun is a specific kind of high that Far Cry 5 and 6 never quite captured.

The variety here serves the "verticality" of the map. In the flat lands of Montana (Far Cry 5), range is everything. In the jagged cliffs of Kyrat, you’re often fighting at weird angles. You need guns that can handle sudden transitions from long-range sniping to frantic, close-quarters "oh crap" moments.

The Bow vs. Everything Else

If you ask a purist, the only real way to play is with the Recurve Bow. It’s the heart of the hunting system. You want those crafting upgrades? You need clean kills. Shooting a Himalayan Monal with a grenade launcher isn't going to get you the feathers you need for a bigger wallet.

The bow isn't just a tool; it's a statement. By the time you get the marksman sight and the various arrow types (fire and explosive), you’re basically Rambo. There’s a certain rhythm to the bow—the draw tension, the arc—that feels more "analog" than the hitscan logic of the rifles. It’s one of the few far cry 4 guns that requires actual skill to master.

Hard Truths About the Gun List

Not everything is a winner. The Flare Gun is almost entirely useless unless you’re trying to roleplay a very confused rescue worker. The mortars are powerful but clunky, and the landmines often end up killing more wandering yaks than actual enemies.

There's also the issue of the "Signature" trap.

Because the Signature weapons are so much better than the base models, 90% of the 64 available weapons become obsolete by the mid-game. Why use a standard P416 when the Bushman exists? Why touch a regular flamethrower when you can have the specialized versions? It creates a bit of a "tier" problem. You stop experimenting because you’ve found the "correct" loadout.

To keep the game interesting, you almost have to force yourself not to use the Buzzsaw.

Customization and the "Feel" Factor

Ubisoft did something subtle with the sound design in Far Cry 4. If you fire an AK-47 in a cave, it echoes differently than in the open valley. The reload animations are chunky. You see Ajay’s hands shaking slightly when he’s low on health, trying to shove a fresh mag into a Kriss Vector.

The attachments system is straightforward—optics, extended mags, suppressors. It’s not the over-complicated "workbench" system we see in modern titles where you’re managing 15 different types of scrap metal. You have money, you buy the scope, you go hunt. It’s elegant. It keeps the focus on the shooting, not the menu navigation.

How to Build the Perfect Loadout

If you’re heading into the North for the first time, your loadout needs to be versatile. You can't just carry four snipers. Well, you can, but you'll regret it when a rhino decides it doesn't like your face.

  1. Slot 1 (Sidearm): The M-79. No debate. Being able to take out pursuit vehicles while driving is a literal life-saver.
  2. Slot 2 (Stealth): The Shredder or the Auto-Cross. You need a way to thin out the herd without triggering a mortar strike on your position.
  3. Slot 3 (Power): The Buzzsaw or the Z93 (later the AMR). This is your "loud" option for when the plan goes sideways.
  4. Slot 4 (Utility): The Recurve Bow. For hunting and for those long-range silent takedowns where a bullet might be heard.

This setup covers every possible engagement in the game. It handles the verticality, the wildlife, and the heavy infantry.

Beyond the Stats

What makes far cry 4 guns stand out in 2026 is that they don't feel like "live service" assets. They aren't trying to sell you a skin. They aren't gated behind a seasonal battle pass. They are part of the world. When you find a unique weapon in a lost crate or earn it through a quest, it feels like you've unlocked a piece of Kyrat's history.

The game respects your time by making the weapons feel powerful. There’s no "level scaling" where a headshot with a .50 cal only takes off half a health bar because the enemy is "Level 50." If you shoot a guy in the head in Far Cry 4, he goes down. It’s a tactical shooter disguised as a chaotic sandbox.


Actionable Insights for Your Next Playthrough

  • Prioritize the Arena: Don't skip the Shanath Arena. Getting to Rank 10 is tedious, but the Bushman is arguably the best all-around rifle in the game. It’s worth the grind.
  • Don't Ignore the Hunter Syringes: Use them in conjunction with your bow. Being able to see enemies through walls makes the "stealth" weapons ten times more effective.
  • Liberate Bell Towers Early: The more towers you flip, the more free weapons you get. It saves you thousands of Rupees that are better spent on maps and body armor.
  • Experiment with the Harpoon Gun: If you have the Hurk DLC, use the Harpoon. It’s not "optimal," but pinning a Royal Guard member to a wooden shack is a core Far Cry experience you shouldn't miss.
  • Check Your Fire Mode: Some guns have different fire rates. Learn the burst patterns. The FAMAS (F1) in this game is a laser if you tap the trigger rather than holding it.

Kyrat is a brutal place. The wildlife wants to eat you, the government wants to shoot you, and the rebels are mostly incompetent. Your only real friends are the far cry 4 guns you carry. Choose them wisely, keep them suppressed when possible, and never—ever—forget to bring a grenade launcher to a car chase.