Expansion required This article or section is a stub. You can help the Far Cry Wiki by expanding it. |
« | As a harsh country of jagged mountains and wild beasts, Kyrat has known more war than peace. | » |
Battles of Kyrat announcement trailer.[1] |
Battles of Kyrat is the PVP multiplayer game mode in Far Cry 4. It was created by Red Storm Entertainment, a company that worked on various Tom Clancy titles and other military shooters.
Set during the early years of the Second Kyrati Civil War, players play as both the Golden Path, and a branch of the Kyrati Royal Army modelled on the Rakshasa of Kyrati mythology as they fight for control of Kyrat. Players are assigned to two teams of up to five players as they work to complete mode-specific objectives within a limited period of time. The mode is highly asymmetric, as both the Golden Path and Rakshasa have vastly different abilities, weapons, and fighting styles. A paid DLC for this game mode, Overrun, was released on on February 10th 2012 for Xbox 360, Xbox One, PlayStation 3, and PlayStation 4, and for PC on February 12th 2012.
Gameplay[]
In Battles of Kyrat, players may choose to enter a lobby for one of the mode's four game modes, or 'Quick Match' to be assigned to a game more efficiently. If an ongoing match does not have the maximum players in it, new players may be assigned to an ongoing match instead. While in the lobby players are randomly assigned to two teams (blue or orange). A match may start with a minimum of two teams of two players, and a maximum of two teams of five players. Players may then, if they choose, vote for which map they'd like to play on from a given selection.
Regardless of mode, each match consists of two rounds where one team plays as the Golden Path, and the other team plays as the Rakshasa. Each mode consists of a specific objective that both sides are trying to complete before time runs out. Players choose a spawn point and loadout and then spawn into the game. If a player's character takes lethal damage, they are incapacitated rather than killed for a short duration, where they lie on the ground unable to fight or move. When their timer runs out, they die and can then respawn back at their spawn points. Incapacitated players can be revived by their teammates, and executed by their enemies which instantly kills the player and grants their executioner a faction specific reward. Incapacitated players can choose to speed up their timer to prevent their opponents from executing them, and to respawn more quickly. After the completion of the first round, the teams swap their roles and play again. After the second round ends, whichever team has scored the most points across both rounds is declared the winner. If both teams score the same amount of points, the match is a draw. On average, matches last for roughly 20 minutes, and the game mode is randomly assigned when the lobby is created.
Players gain experience points for performing various actions within a match such as winning matches, killing enemies, completing objectives, and performing faction specific actions or tasks. As their account levels up, they are given 'Kyrati Coins' to spend on buying new perks, weapons, and attachments, for their loadouts. Each item costs one coin to purchase. Each player may have up to five loadouts available for Golden Path and five for Rakshasa at any one time.
Game Modes[]
There are four game modes in Battles of Kyrat. Three of which were available at launch, with the fourth being added with the Overrun DLC.
- Demon Mask: Both sides have to capture Kyrati artefacts and bring it back to their home base. The mask spawns in a random location on the map. When a mask is spawned, a map marker will appear to all players, revealing the mask's location. All players then must race to its location and ensure that either themselves or a member of their team to pick up the mask. When they do, the player character's model changes to resemble a Rakshasa demon, and their location appears as a map marker. While Golden Path players carry the mask they cannot use vehicles. While Rakshasa players carry the mask, they cannot stealth or ride elephants. With the help of their team, the mask carrier must then take the mask to one of two locations. The Golden Path players must take it to a safehouse to be preserved, while the Rakshasa players must take it to a forge to destroy it. Meanwhile, the mask-less team must attempt to kill the mask carrier before they reach their destination. If they do, the carrier will drop the mask, giving the other team a chance to claim it for themselves. When a mask is successfully brought to a team's location that team scores a point, and a new mask is spawned somewhere else. Each round lasts for 10 minutes. The team with the most points scored after both rounds is the winner.
- Outpost: The Golden Path works to establish an outpost in the region while the the Rakshasa are looking to rid the land of all non-believers, and secure the outpost for Pagan Min. This game mode centres on a single flag post within a fortified compound on the map. The Rakshasa players must take and hold the flag post, while the Golden Path players must defend it. For every three seconds a Rakshasa player stands on the flag post, their score increases by one. If no Rakshasa player is standing on the flag post while their team has a score above zero, their score will decrease by one every 12 seconds. The first time the Rakshasa manage to reach 25, 50 and 75 points, a minute is added to the round timer, which starts at seven minutes. Rounds last until time runs out or until the Rakshasa team's score reaches 100. The team with the highest score after both rounds is the winner.
- Propaganda: The Golden Path has to bomb and destroy three propaganda installations, putting a stop to the spread of Pagan Min’s corruption. Three propaganda installations are highlighted on the map for both teams. The Golden Path players must plant bombs on the propaganda installations and defend them for roughly one minute and 15 seconds until they explode and destroy the installation, while the Rakshasa players must race to disarm them. Each bomb that successfully detonates scores a point for the Golden Path player's team and adds one minute and 30 seconds to the round timer, which begins at seven minutes. Rounds last until time runs out or until the Golden Path team has destroyed all three installations. The team with the highest score after both rounds is the winner.
- Overrun (Overrun DLC required): Both sides of the civil war are on the frontlines, battling for territory. At the beginning of the round a site will appear in one of three locations on the map. Both teams must then race to claim the site for their own. Whichever team has more players on the site occupies it for their team and starts adding one point to their score every six seconds. After one team has held the site for 150 seconds, the site moves to another location on the map. Rounds last for 10 minutes or until one team scores 75 points. The team with the highest combined score after both rounds is the winner.
Maps[]
10 maps were made playable at launch with four more added with the Overrun DLC. Maps in Battles of Kyrat tend to be larger than those of other first-person shooters, thus providing a wider range of approach angles for players to get to their objectives.
Each map has four spawn points, two for each side. The maps have various features scattered across them that players can interact with. There are specific ammo stations for both sides. There are mortars, and mounted machine guns that the Golden Path can use, as well as propaganda posters that they can destroy. There are green, red, and yellow plants that the Rakshasa can harvest, and elephants that they can ride. Each map also contains a bell tower, similar to those found in the single player mode, that both sides will fight over as the match unfolds.
Base Multiplayer[]
Overrun[]
Factions[]
The Golden Path[]
Abilities[]
« | The Golden Path locks and loads with modern technology, using automatic weapons and vehicles to control the battlefield. | » |
Battles of Kyrat announcement trailer.[2] |
While playing as the Golden Path, players can use the wingsuit and parachute to get around the map just as they can as the Rakshasa. Also, the Golden Path has access to a greater variety of weaponry than the Rakshasa do, including automatic weaponry, and can carry more of them. They can also use the turrets and mortars scattered around the map to lay down heavy fire in an area. They can also use the camera to tag enemies and animals. They can drive any vehicles found on the map. Vehicles usually spawn at the Golden Path's spawn points. Elephants are also hostile to the Golden Path, but they won't attack unless provoked or the Golden Path gets too close to them.
In addition, Golden Path players can purchase three different types of Battle Supplies from notice boards found at Golden Path spawn points. Steel Core Rounds, costing 2,000 rupees, will double your damage, while Body Armour, also costing 2,000 rupees, will double your health. Both of these Battle Supplies are mutually exclusive. Buying the Explosives Pack for 1500 rupees will increase the number of thrown explosives you can carry. All Battle Supplies are lost on death, and must be bought again when you respawn. Players begin a match with 4,000 rupees, and gain 500 rupees at various points in the match. Players can gain 1,000 rupees by destroying propaganda posters found on the map, and by executing incapacitated Rakshasa players.
If the Golden Path control the map's bell tower then the positions of every Rakshasa player are revealed to them on the mini-map.
Loadouts[]
Golden Path loadouts consist of five weapons: a primary weapon (a machine gun or rifle), a secondary weapon (a shotgun or submachine gun), an incendiary weapon (a launcher or planted explosive), a sidearm (a pistol), and a thrown explosive. Each loadout also comes with two slots for perks. While the Golden Path does not have a designated melee weapon they can still attack in melee with their fists or feet, but cannot perform takedowns.
Primary Weapons[]
- .700 Nitro: Break-open double rifle. High damage. Long reload time.
- A52: Fully automatic assault rifle. High damage and good range. Heavy recoil and slow to handle.
- AK-47: Fully automatic assault rifle. High damage and good range. High recoil. This weapon is the default primary weapon for new players.
- F1: Burst fire assault rifle. High rate of fire, slow reload.
- M-700: Bolt-action sniper rifle. Very high damage. Slow rate of fire.
- MG42: Belt-fed machine gun. High rate of fire, inaccurate prolonged fire.
- MKG: Light machine gun. High rate of fire and large magazine. Best fired in short bursts.
- MS16: Semi-automatic assault rifle. High damage and accuracy. Slow rate of fire.
- P416: Fully automatic assault rifle. Low recoil and high accuracy. Low damage.
- PKM: Light machine gun. Large magazine and good range. High recoil.
- SA-50: Bullpup sniper rifle. Accurate and powerful.
- STG-90: Fully automatic assault rifle. High rate of fire and fast handling. Poor range.
- SVD: Semi-automatic sniper rifle. High rate of fire. Small magazine.
- U100: Light machine gun. Large magazine and easy to handle. Low rate of fire.
- Z93: Bolt-action heavy sniper rifle. Very high damage and penetration. Heavy and slow to handle.
Secondary Weapons[]
- 1887: Lever-action shotgun. Long range and high accuracy. Low rate of fire.
- 87: Lever-action shotgun with a sawed off barrel. Effective at short range.
- A2000: Submachine gun. Decent damage. Small magazine.
- BZ19: Submachine gun. Large magazine. Low rate of fire and slow to reload.
- D2: Break open shotgun. High damage. Short range.
- M133: Pump-action shotgun. High damage. Slow rate of fire. This weapon is the default secondary weapon for new players.
- MP34: Submachine gun. High rate of fire. Low accuracy.
- MP5: Submachine gun. High accuracy and decent range. Low damage.
- Skorpion: Submachine gun. High rate of fire and accurate hip-fire. Short range and small magazine.
- SPAS-12: Semi-automatic shotgun. High rate of fire. Short range.
- Vector .45 ACP: Submachine gun. Very high rate of fire. Low damage.
Incendiary Weapons[]
- Flamethrower: Flamethrower, liquid operated. High damage. Short range.
- Flare Gun: Single shot flare gun. Ignites objects and enemies.
- GL-94: Grenade launcher, pump-action. High damage. Small blast radius.
- LK-1018: Single-shot rocket launcher. Long range. Slow reload time. Guided projectile. This weapon is unlocked by spending Uplay points.
- M-79: Break-open grenade launcher. High damage. Slow reload time. This weapon is unlocked by spending Uplay points.
- Proximity Mine: Placed explosive which triggers when enemies are nearby. A maximum of three can be deployed at a time.
- Remote C4: Equips a powerful, remote-detonated explosive charge. A maximum of three can be deployed at a time.
- RPG-7: Single-shot rocket launcher. Fast projectile and high damage. Inaccurate hip-fire. This weapon is the default incendiary weapon for new players.
Sidearms[]
- .44 Magnum: Revolver. High damage and good range. Heavy recoil and slow to reload.
- 1911: Semi-automatic pistol. High damage. Decent range.
- 6P9: Semi-automatic pistol. High rate of fire. Short range. This weapon is the default sidearm for new players.
- A.J.M. 9: A pistol used by Rex 'Power' Colt at the end of the Vietnam War 2. This weapon is unlocked by spending Uplay points.
- A99: Compact machine pistol. High rate of fire. Short range.
- Auto-Crossbow: An auto-crossbow with a decent sized clip. This weapon is unlocked by spending Uplay points.
- D50: Semi-automatic pistol. Very high damage. Heavy recoil.
- M-712: Semi-automatic pistol. Medium handling. Short range.
- Mark IV: Break-open revolver. Medium damage. Slow reload.
Thrown Explosives[]
- Grenades: Equips a small number of grenades. This weapon is the default thrown explosive for new players.
- Molotovs: Equips a small number of molotov cocktails.
Perks[]
- Aimed Reload: Allows for reloading your weapon while remaining in scope view.
- Chew Toy: Reduces damage taken from animals.
- Deep Breath: Increases the duration of holding your breath while scoped.
- Fast Learner: Increases your experience gain. This perk is unlocked by using Uplay points.
- Field Surgeon: Increases the health given when reviving an incapacitated teammate.
- Good Ears: Increases the distance that you can hear prowling Rakshasa.
- Haggler: Reduces the cost of in-game cash purchases.
- Marathon Runner: Increases your movement speed.
- Strong Hand: Reduces recoil while scoped.
The Rakshasa[]
Abilities[]
« | The Rakshasa have the ability to storm the battlefield by elephant, summon fierce animals, and are armed with a deadly arsenal including swarm and blink arrows. They also possess the ability to disappear into the jungle at will. | » |
Battles of Kyrat announcement trailer.[3] |
While playing as the Rakshasa, players can use the wingsuit and parachute to get around the map just as they can as the Golden Path. However, that is where the similarities end. The Rakshasa can ride the elephants scattered around the map, and elephants are not hostile to them. They can also pick up green, red, and yellow leaves from their respective plants. Rakshasa players can carry up to three of each colour, and can spend one of them to use either a healing syringe, speed syringe, or ghost syringe respectively. Healing syringes heal you for more and more quickly than the standard healing animation, speed syringes increase your movement speed temporarily but make you glow red so you are easier to spot, and ghost syringes allow you to send a ghost out from your position to scout ahead. While in ghost form you cannot attack, use items, or take damage, but your body will remain at wherever you launched the ghost from. You can end your ghost form at any time, and if you do you will return to your body and regain your normal abilities. If your body is killed while you are in ghost form, the ghost form ends automatically and you return to your body, incapacitated. When the Rakshasa crouch they begin 'prowling' which cloaks their body in a translucent shimmer, making them harder to spot. Attacking, or standing up, removes this effect. While prowling they emit a whispering sound in a radius around them that can be heard by nearby Golden Path players. The whispering sound effect is the same one that is used when a Kalinag thangka piece is near Ajay Ghale in singleplayer.
In addition, Rakshasa players can carry up to three Animal Charms. When used, the player throws a small pouch in front of them and an animal appears at the spot where it landed. Using one Animal Charm will summon a Black Eagle, using two Animal Charms will summon a White Chested Bear, and using all three will summon a Bengal Tiger. These animals are not hostile to the Rakshasa team and will patrol the area they are summoned in and attack any Golden Path player they find. Rakshasa players start the game with one Animal Charm, and gain one more at various points in the match. They can also gain an Animal Charm by executing an incapacitated Golden Path player. Animal Charms are not lost on death.
If the Rakshasa control the map's bell tower then the positions of every Rakshasa player are hidden from the Golden Path on the mini-map.
Loadouts[]
Each Rakshasa loadout has two weapons automatically equipped: the hunter bow as a primary weapon, and the kukri as a melee weapon. Neither of these weapons can be changed. The Rakshasa's hunter bow has infinite ammunition, and the kukri can be used to perform melee and aerial takedowns. In addition, each loadout contains two slots for a type of custom arrow, and two slots for perks.
Custom Arrows[]
- Blink Arrows: Teleport to the impact point of these arrows.
- Explosive Arrows: Explodes on impact point for very high damage.
- Fire Arrows: Burns enemies near its impact point for high damage.
- Spread Arrows: Fires a deadly volley of arrows. Very effective at close range.
- Swarm Arrows: Summons a swarm of insects which slow and damage nearby enemies.
Perks[]
- Fast Learner: Increases your experience gain. This perk is unlocked by using Uplay points.
- Friend of the Pack: Reduces the time between receiving Animal Charms.
- Ghostwalker: Improves the ghost syringe's power, allowing you to teleport to your spirit's location.
- Herbal Guru: Harvesting plants provides twice as many leaves.
- Large Quiver: Increases your custom arrow carrying capacity.
- Pack Alpha: Increases the health of any summoned animal.
- Shadow Strike: Increases your melee takedown range, and increases your movement speed while prowling.
- The Good Stuff: Healing syringes provide additional temporary health.
- Top Speed: Speed syringes provide a increased bonus to run speed and auto-fire.
Strategy[]
General[]
- Make sure to use and account for buildings when moving through the map. They provide cover, concealment, and alternative movement routes for both sides.
- Some weapons can fire through cover. Use them to get to hard to reach enemies.
- Fire based weaponry can injure multiple targets simultaneously when used well. If you know your enemies are using them, make sure to space out accordingly.
- Gliding with your wingsuit is always faster than walking. Use it frequently to cross the map and get to your team more quickly.
As Golden Path[]
- While the Rakshasa are difficult to spot while they are prowling, they are not invisible. Look out for the puffs of smoke they make when they crouch, and the shimmer effect that hides them, as well as listening for their whispers. Pick up the Good Ears perk if this is proving to be challenging.
- Parking your vehicles on top of capture points make it more difficult for the Rakshasa to capture them, and may even force them to waste special arrows destroying them. This is especially effective when playing Propaganda, as a carefully positioned vehicle can completely block access to bomb sites once they've been planted.
- While proximity mines are especially useful when playing Outpost and Propaganda for defending points, they are always useful as a way of protecting the bell tower. Placing them on the stairs or by the radio may force the Rakshasa to commit more players and time to the bell tower if they want to take it.
- The most effective way to deal with elephants are explosives. Two RPG shots or grenade explosions should be enough to kill them.
- Because of Battles of Kyrat's large maps and emphasis on mobility, Marathon Runner should be considered an essential perk unless you have a particular reason not to use it. Good Ears and Strong Hand are useful as 'default' second perks.
- Although vehicles don't attack the Rakshasa like elephants can, they can ram Rakshasa players when being driven fast enough.
- Turrets have unlimited ammunition, but they will overheat if used for too long.
- If you're struggling to deal with the Rakshasa's summoned animals, consider using shotguns or picking up the Chew Toy perk. Both will help you when fighting them at close range.
- Body armour is usually better than Steel Core Rounds, as it usually means the Rakshasa need two shots to kill you over one. Remember to pick this up at the start of the match at your spawn point.
- If you're using a turret or mortar, watch your back for Rakshasa assassins. Better yet, get a teammate to watch it for you.
As Rakshasa[]
- Firing a blink arrow vertically into clear air will give you enough height to be able to use your wingsuit. When done in the right terrain, this can be a faster way to get around the map, especially if you are not riding an elephant.
- When playing Demon Mask, make sure you collect red leaves so that you can immediately use your speed syringe upon collecting the mask. This will put significant distance between yourself and the Golden Path. Combine this with the Top Speed perk for added effectiveness.
- Even dismounted elephants make useful bodyguards. Ride them into a capture point and then get off them to fight on foot. This keeps you mobile and hidden while the elephant can protect the point on its own. This is most effective when playing Outpost and Propaganda.
- Summoned animals are great defensive tools, serving as distractions for the Golden Path as well as considerable threats in their own right. Keep an eye on them if you can, if they suddenly run towards a location, or get killed, you know the Golden Path are nearby.
- Control of the bell tower is more valuable to the Golden Path than to you. Don't waste time and effort defending it. The very act of capturing it will likely force the Golden Path to respond, taking a player or two off the objective and giving your team a temporary numbers advantage. Use it well.
- Explosive arrows are the most effective way of dealing with the Golden Path's vehicles as they usually are destroyed with one explosive shot. If you don't have one available, wait until the driver and/or gunner gets out before attacking, as your regular arrows won't deal much damage to the vehicle itself and their speed makes it difficult to snipe out the driver.
- In coordinated teams, players with the Pack Alpha perk should be given priority when deciding who will execute Golden Path players. This is will help them get their stronger animals out on the field faster. Friend of the Pack can combo very well with Pack Alpha too.
- Proximity mines emit a beeping sound. Listening for them when climbing bell towers or capturing points can be the difference between life and death.
- Riding elephants makes you vulnerable to being sniped and makes you a big target, especially if the Golden Path control the bell tower and can see you coming. However, the chaos you can cause can be sometimes be worth it.
Development[]
The game's competitive multiplayer was designed to give players freedom, allowing players to progress and defeat enemies in a variety of different ways. Red Storm Entertainment also considered players' feedback from the multiplayer aspect of Far Cry 3, and decided to include vehicles in the game. The company chose an asymmetrical structure for this mode so that players could have different experiences in different matches, as well as to make matches feel more chaotic.[4] The developers originally planned to feature female playable characters, but the plan was scrapped due to animation problems.[5]
References[]
- ↑ https://www.youtube.com/watch?v=Xr7w8_EjtN0&t=70s
- ↑ https://www.youtube.com/watch?v=Xr7w8_EjtN0&t=70s
- ↑ https://www.youtube.com/watch?v=Xr7w8_EjtN0&t=70s
- ↑ https://web.archive.org/web/20150924122413/http://www.gametrailers.com/videos/iukn6b/far-cry-4-the-making-of-pvp--battles-of-kyrat-
- ↑ http://www.eurogamer.net/articles/2014-06-12-far-cry-4-almost-had-female-co-op-characters