Home » PLAYER'S HQ 1.13 » v1.13 Combat/Weapon Academy » "Best of the Best" - 1.13 Weapon Comparison Guide
Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199409] Sat, 18 October 2008 22:08 Go to previous messageGo to previous message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
RIFLES

The Rifle category is a bizzare one, as it acts mostly as "filler" between the pistol category and the sniper-rifle category. These guns offer an alternative to the comparatively-innaccurate Assault Rifles, while giving up the ability to fire on full-auto or burst mode. As such, they are suited for players who like firing accurately at longer distances, but often become rather useless at closer range.

CATEGORY DEFINITION

This category is defined as being comprised of Two-Handed weapons that cannot use burst/autofire modes (otherwise they'd be Assault-Rifles or SMGs), and cannot accept a 10x Sniper Scope (otherwise they'd be Sniper Rifles). The variety of ranges is immense, as rifles start out near the 20's and end up near the 60's. Rifles often have a relatively high firing speed, comparable to assault rifles of similar range, but with higher accuracy. Some rifles can take a PSO-3 scope, coming very close to Sniper-Rifle performance. Also, some rifles are bolt-action.

COMMON ATTACHMENTS

This really depends on the range of the rifle, so there isn't really any common grounds.

---------------------------------

COOLNESS 3

Rifles start out with a rather poor selection, although they do outrange all other weapons at coolness 3.

Outclassed Scoped Pistols
  • Contender Encore
    • While the Encore is indeed a very powerful pistol, it is not much of a match for the M1 Carbine. They have similar speeds, the M1 has a draw cost of 2 and a firing cost of 6, while the Contender has 0 and 9 respectively. The M1 outranges the Encore by 3 points (20 vs 17) and is somewhat more accurate (+5 vs +2, although the encore gets more accuracy when held with both hands). The Encore is slightly stronger too (31 damage, with SAP bullets). But while the encore can reduce its firing cost to 7 using a reflex sight, it can still only hold 1 bullet at a time, making it MUCH slower for sustained fire (the M1 can hold 30 bullets, .30 cal). In my opinion, seeing as the Encore was already a weird weapon and ready for the trashcan, it gets outclassed by the M1 Carbine.

Outclassed Semi-Auto Rifles
  • M1 Carbine
    • Actually, the only Semi-Auto Rifle at this point. It fires .30 cal bullets, with 2 AP to draw and 6 to Fire. It has a good range of 20 (at least, better than other weapons at this coolness level). It has quite high damage (29), and can take a No.32 Scope (roughly equal to a Scope 4x). Unfortunately, it is not much of a match for the Colt 9mm SMG which also appears at this coolness level, and because the No.32 scope is so rare, it may be a much better idea to stick with the SMG. At the ranges involved, Autofire is usually a better choice anyway, and 9mm ammo is plentiful, including (still useful) HP bullets.

Bolt-Action Rifles
  • Winchester 94 Trapper
    • Although it offers only a 1 point advantage over the M1 Carbine in damage and range, the bolt-action of the Trapper makes it considerably slow. However, it is the first weapon to accept a 7x Scope, and that is augmented by its high accuracy (+9). It can also take a Scope 4x and even a 4x Combo. Of course, all three scopes won't be available at this stage in the game, so the Trapper is likely to get itself outclassed pretty soon. If you've already got a Colt 9mm SMG, forget the Trapper.

--------------------------

COOLNESS 4

At this stage, the rifle category introduces a couple of "two-handed pistols", which are quick

Outclassed Semi-Auto Rifles
  • M1 Carbine
    • The HEZI SM-1 is basically a bullpup version of the M1 Carbine, firing the same caliber (.30 Car) over the same distance (20) at the same power (29). It has two important advantages though - a faster draw speed (1 vs 2) and higher compatibility with attachments - it can take a Rifle-LAM, for instance, and several others that the M1 cannot. To sweeten the deal, the HEZI can be suppressed, and can also take a Trigger Group (Which turns it into a carbine).
  • HEZI SM-1
    • Unfortunately, the HEZI is also quite underpowered, considering the fact that the best Carbines make their appearance at this coolness level. The HK 416 10" matches the HEZI's damage and speed, while providing better range, quick autofire, and even more attachments (grippod, c-mag, ISM-V-IR), while taking a much more reasonable caliber (5.56mm, vs. the HEZI's .30 cal).
  • OA-93
    • Although both outclass the M29 SATAN Scoped pistol, the OA-93 is still outclassed by the CMMG 7.3. The two are almost identical, with the CMMG holding a 1 point range advantage (24 over 23), for only 0.2 kgs more. There are no other differences between the two rifles.
  • CMMG 7.3
    • Looking at the broader scope of things, unfortunately the CMMG 7.3, quick as it may be, is no match for the Colt M4 Commando. not in speed, not in range, not accuracy... Heck, it isn't even a match for the XM177-E1! OUTCLASSED.
  • Calico M-900
    • Same deal here as well - the Carbines provide superior range, damage, and speed, which this rifle simply cannot match.

Outclassed Bolt-Action Rifles
  • Winchester 94 Trapper
    • While there's no arguing that the winchester has better accuracy (+9), its slow speed and short range are no match for the Ruger Mini-14 Semi-Auto rifle. The Ruger has no manual-reload cost, and a range of 36 (to the winchester's 21!). It also fires a better caliber (5.56mm) and has a wide range of attachments availalble, including a folding stock that makes it faster to draw than the trapper. Furthermore, the Mini-14 can be suppressed, and as a bonus can be fitted with a trigger group for added burst fire.

Outclassed Scoped Pistols
  • M29 SATAN
    • The M29 SATAN, who managed to outclass all other scoped pistols, is not outclassed itself. The OA-93, basically a two-handed M16 Pistol, outmatches it in pretty much every category except Draw Speed (1 vs 0). And if that's not enough, the OA-93 also fires 5.56mm ammo, which has Match variants.

Semi-Auto Rifles, Best Overall
  • Ruger Mini-14
    • The Mini-14 has a good longer range (36) and can fire a decent caliber (5.56mm). It inflicts about the same damage as an Assault Rifle (30), and with a folding stock can achieve a pretty quick draw speed (1 AP, with 6 to fire). This combination of speed and range gives it a certain superiority to make sure it isn't outclassed by any Assault-Rifles or Carbines. It CAN be fitted with a Trigger Group, turning it into a quick Assault Rifle. In that case, the Mini-14 is actually useful. However please note that it does not accept high-end attachments, like the Rifle-LAM...
  • SKS
    • OK, the SKS doesn't really have much of an advantage, but its high damage value (33) may still keep it useful. It is the slowest semi-auto rifle yet (3 to Draw, 7 to Fire), although that can be corrected to 2-to-draw by a Folding Stock. It has a 1 point range advantage over the Mini-14 (37 vs 36), but causes somewhat more damage (33 vs 30). Unfortunately, it is innaccurate (+3 vs +5) and cannot take a suppressor at all, or even a basic Reflex Sight. Overall, waste this one if you've got a Mini-14, otherwise it's a nice heavy-hitting rifle.

-------------------------------

COOLNESS 5

The selection of rifles in this coolness level is bizzare. It produces some very unique weapons, but in the best rifle tradition, they offer a very strange mix of advantages and disadvantages. While none of them are actually outclassed, or outclass anything else, I would imagine that only certain players would want to use them. Please note that sniper rifles are NOT YET AVAILABLE, which retains some use for these strange weapons. However, one rifle DOES get outclassed, due to the appearance of superior assault rifles.

Outclassed Semi-Automatic Rifles

  • SKS
    • The appearance of high-end Assault-Rifles like the G3KA4 and several 6.8mm SPC AR's deprive the SKS of its most significant advantage - high damage. These AR's have a damage value of 35, surpassing the SKS's 33, at the same speed category (and they don't require a folding stock either). They all improve on the range of the SKS, and allow more attachments. To nail the coffin, the SKS also has rather poor accuracy for a rifle (+3), so there's really no question here.

Interesting new Semi-Automatic Rifles

  • .50 Beowulf Rifle
    • While it has rather average range, comparable to the high-end carbines (30), this weapon has exceptional damage (38), unmatched by any Carbine, AR, or LRAR. Unfortunately, that's where the advantages end. It has a 3 AP draw cost (can be fixed with a retractable stock, to 2 AP), and its firing speed is a high 9 AP. You'd think it would throw in some accuracy, but the accuracy is only average for an Assault Rifle (+5). Fortunately, the Beowulf can take a Rifle LAM, which is good for its range. Unfortunately, it fires a unique caliber (.50 Beowulf, duh) which could be extremely rare unless bought by the truckload on Bobby Ray's. Should you use this weapon? If you want high damage to your targets, then yes. Otherwise... Sleep on it.
  • HK SL8
  • HK SL8 RAS
    • If you intend to use the SL8, I recommend you get a set of rails from Bobby Ray's and convert it to the SL8 RAS. The weapon is unremarkable, and similar to the SIG SG550, and AR that will only appear at coolness 6. It has a range of 38 and damage of 31. Draw and fire speeds are relatively average for a bullpup rifle (3 AP to draw, 6 to fire). It is also averagely accurate (+4) but quite reliable (+4). It can fit a basic assortment of attachments - mostly scopes (up to 7x) and a bipod. The RAS version is more valuable as it can fit a Rifle-LAM, as well as a grippod (which is weird because a foregrip is useless - this weapon has no burst/auto features!). Still, while you're waiting for the SG550's unique range/damage combination, the SL8 could be what you're looking for. Dump it later though - there are far better AR's on the market (including the SG550, of course).

Old and trusty Bolt-Action Rifles

  • Mosin-Nagant M1891/30
  • Mauser Karabiner 98K
    • These two ancient rifles are relatively similar, each with its own advantages and disadvantages. At this point in the game, they are the longest-range weapons available. The Karabiner has a range of 66 tiles, and a damage value of 37. It is somewhat faster than the Mosin-Nagant, with 4 AP to draw and 7 to fire. The Nagant has more damage (40, strongest weapon so far) but a shorter range of only 60. It is also somewhat slower, with 4 AP to draw and 8 to fire. Both rifles are bolt-action, and require 7 AP to manually reload after each shot. Neither weapon can accept any kind of folding stock to reduce draw speed. The Nagant reloads a bit faster (6 AP vs the Karabiner's 8 AP), but has another advantage - an accuracy of +10 (vs the Karabiner's +5). This is very important for the rifle, as aiming will benefit considerably from this difference (+15 to CTH when fully aiming, based on the added accuracy alone). Both weapons have a specialized scope - the Karabiner takes a ZF-42, the Nagant takes a PEM scope. Both scopes are very rare and will either appear with the rifle or on Bobby Ray's only. The ZF scope (for the Karabiner) is just a tad better, but both scopes are largely equal to a 4x Scope (without the night vision bonus). Fortunately, both rifles can take a Scope 7x, if available, as otherwise they can't possibly maximize their range potential. If you're seeking engagement at long range, either of these rifles could be good, provided you can secure a nice 7x Scope. Otherwise, be on the lookout for an LRAR like the FN FAL Carbine or G3A3. Heck, even a good high-end Assault Rifle (like the G3KA4) might be better for you.

-----------------------------

COOLNESS 6

This coolness level is relatively poor where rifles are concerned. Fortunately, all long-range rifles from the last coolness level are outclassed, so this category gets a little easier to manage. This is because the first Sniper Rifles appear in the game at this coolness level, and one of them effectively manages to outclass all the longer-ranged rifles...

Outclassed Bolt-Action Rifles
  • Mauser Karabiner K98
  • Mauser M-03
    • The K98 and its new sibling the M-03 are relatively similar - the M-03 does outmatch the K98 in range (68 vs 66) and accuracy (+7). It can also mount a Scope 4x or 4x Combo, although gives up the ability to attach a bipod. All this is irrelevant though, because both these are bolt-action, and provide no real advantage to make up for their slow speed, especially when you compare them to the newly-arrived Zastava M76. This Semi-Auto rifle outranges both Mausers (77 vs 68/66) and obviously doesn't require manual reloading between shots. While it IS a tad slower (8 AP to fire), it can take two great Sniper Rifle attachments - the Scope 10x and Sniper Suppressor. This is easily enough for the Zastava to outclass both aging Mausers.
  • Mosin-Nagant M1891/30
    • I'll outclass the Nagant now, despite the fact that it does have some advantages. The Nagant has the same draw and firing speeds as the Zastava (4 to draw, 8 to fire), and loses on range (60 vs the Zastava's 77). It does however still hold the record for damage at 40, and has the highest accuracy of any weapon at this point (+10). Unfortunately, the aging rifle is both Bolt-Action (requires manual reloading between shots, at 7 AP!) and can't take a Scope 10x or Sniper Suppressor. Furthermore, the Nagant uses a rarer type of ammo (7.62x54R) - not very rare, but still much rarer and less useful than the Zastava's 7.62x51mm, which comes in many varieties. Personally I feel that the Scope 10x gives the Zastava an edge in accuracy, as extra aiming APs will easily cover the difference in accuracy. Also, since we'd be using the Nagant as a sniper weapon anyway (it's too slow for anything else, we've got great AR's in the game by now for other purposes), it'll be better to go with a weapon like the Zastava which is more suited for the role.

Outclassed Semi-Automatic Rifles

  • M1 Garand
    • Yes, you guessed it, this rifle also gets outclassed by the Zastava M76, and for the exact same reasons as listed above. The Zastava is one point slower than the Garand (8 AP to fire vs. 7 AP, respectively), but its range (77 vs. the Garand's 67) and attachments (Scope 10x, Sniper Supp.) will make it more useful for the role of long range rifle. Ammo is again a consideration, as the Garand fires .30-06 bullets, not the common choice.

Surviving Semi-Automatic Rifles
  • Ruger Mini-14
    • The Mini-14 is hanging by a thread. It supplies a unique speed-to-range ratio (36 range, 1 AP to draw (with folding stock), 6 to fire) which cannot be matched by any assault rifles. It can also take a trigger group to turn it into an actual assault-rifle. However, incompatibility with attachments means that it is only useful up to a point. You will likely want to replace it with a more versatile weapon, one that has either the faster speed or better range than the Ruger.
  • .50 Beowulf Rifle
    • Despite its high damage value, the slow drawing speed (3 AP to draw, corrected to 2 with retractable stock) and firing rate (9 AP!) as well as a weird caliber (.50 Beowulf) are probably good enough reasons to switch to an assault rifle, or even a sniper rifle.

--------------------------------

COOLNESS 7

No Rifles are introduced at this stage. However, many sniper rifles appear. It may be a good idea to kick out the .50 Beowulf by now.

Also, the RPK-74 now offers a serious alternative to the speedy Ruger Mini-14. The RPK has better range (40 vs 36) and damage (31 vs 30), and of course has autofire and a larger magazine. The Mini, however, can take western scopes and an AR Suppressor. Still, you're likely to have found some better replacement for the Ruger anyway by now.

--------------------------------

COOLNESS 8

At this stage, we meet the range of Dragunov Rifles, the SVD, SVDS, and SVU. While classified as sniper rifles in the game, their inability to take a sniper scope 10x means that they don't quite live up to sniper rifle standards. However, they are all quick rifles and quite accurate.

Outclassed Semi-Auto Rifle
  • Dragunov SVD
    • having the longest range in the Rifle family so far, the SVD is relatively slow - 4 AP to draw, 8 to fire, means that it roughly equivalent to the Zastava M76. However, it can only take a PSO-3 or PSO-1, so the Zastava fills the role better. Additionally, it is outclassed by the SVDS in everything but range.
  • SVU
    • An SVDS with bullpup configuration. This makes the weapon slightly smaller (fits in a combat pack, for NIV users) but otherwise offers no improvement over the SDVS. In fact, it is a bit slower (3 AP to draw) and shorter ranged (75 vs 77). It does come with a built-in flash suppressor, although there's no attachment space problem on an SVDS anyway.

Superior Semi-Auto Rifle
  • Dragunov SVDS
    • A modified version of the SVD. This rifle has a range of 77, damage of 38, and fires amazingly fast for such a long-ranged rifle (2 AP to draw, 7 to fire). It also has good accuracy, at +7. It's a very loud rifle, and can only take a very limited range of attachments (Bipod, PSO-1/3, Short-range laser(?), and Flash Suppressor). Still, its speed is comparable to the LRAR family (so it's much faster than most sniper rifles), and hence a great weapon for quick, accurate long-range fire. A great compromise for those who would rather fire faster than more accurately, beyond sightrange. If you'd rather have pin-point percision, take a Sniper Rifle instead. In fact, the Galatz is as fast as an SVDS, but can fit a sniper scope. It is shorter-ranged though. In either case, keep your eyes out for an M21 EBR.

--------------------------------

COOLNESS 9

No rifles here. The SDVS continues to be useful as a quicker alternative to sniper rifles, and a more accurate alternative to LRARs, although excelling as neither.

--------------------------------

COOLNESS 10
There's just one more rifle left, which appears at the end of the game. Coolness 10 is reserved for the longest ranged, most accurate sniping weapons, and the Rifle family gets an unexpected twist here.

  • KSVK
    • Not a sniper-rifle per-se, as it cannot fit a sniper scope. However, the KSVK is the soviet equivalent to western anti-material rifles such as the Gepard M2. It has a whopping damage value of 60 points, at a range of 120 tiles. This is similar to the Gepard M2 and OSV-96. The KSVK's advantage is in speed - while it is a bolt-action rifle (requires 7 AP manual reload between shots), a low draw cost (5 AP) and quick firing cost (10 AP) compared to those weapons makes it remarkably fast for such a heavy-hitter. It fires the same 12.7mm caliber as the other monsters, an SAP bullet that could easily kill with a headshot against even a well-armored target. Unfortunately, it suffers from the same drawback as the SVDS - it can only mount a PSO-3 scope (8x magnification) and not a 10x scope. This means the KSVK cannot aim as properly, and thus is less accurate. Speed for accuracy again, so it's totally up to you.

Report message to a moderator

Sergeant Major

 
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Previous Topic: Power-gaming Item Reference Page for 1.13 (updated for build 8891)
Next Topic: Frank "Hitman" Hennessy's Combat Guide!
Goto Forum:
  


Current Time: Wed Feb 05 10:42:05 GMT+2 2025

Total time taken to generate the page: 0.05865 seconds