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"Best of the Best" - 1.13 Weapon Comparison Guide[message #199401] Sat, 18 October 2008 22:04 Go to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
1.13 Weapon Comparison

Welcome to the weapon comparison study, brought to you by Headrock Independent Laboratories. The aim of this study is to come up with a list of weapons that can be considered the "best of the best". By the end of this article, you will know the best weapons to use, and the best to buy, at any point during your campaign.

WHY?

The 1.13 XMLized weapon list brought us a plethora of different guns (around 250 of them!), many of which are remarkably similar in terms of performance. This has made the choice of weapons very difficult for anyone who doesn't want to spend hours comparing weapons. Fortunately for you, I've got too much time on my hands, and so the 1.13 Weapon Comparison study was born.

GOALS

The study will attempt to show which weapons are truly exceptional, or rather, which weapons can be thrown in the trash. It will go step by step through each level of "Coolness", and tell us which weapons are best to use in each category, and which should be replaced. This way, we'll know which weapons to look for (or buy from Bobby Ray's), saving us the trouble of comparing so many weapons, buying attachments to see if they fit, and wondering about the minute differences.

CATEGORIZATION

Not all weapons can be directly compared to one another, of course. Weapons are split into several groups with similar characteristics, and are compared solely within those groups. For instance, it would be very hard to compare a pistol to a machine-gun, as they are supposed to serve completely different purposes. However, we CAN tell which pistol is better within the pistol group.

The Categorization doesn't follow the same one used by the game. The game's categorization is a bit broad, and some weapons seem completely out of place in their selected category. Instead I've chosen to compare weapons based on their abilities. For instance, a pistol is a one-handed weapon which can only fire single (or aimed) shots (albeit very quickly). Conversely, a machine-gun cannot fire single-shots at all, but can hold a ton of bullets in its magazine. Range is seldom important, although it does play a role with some weapon categorizations.

There are also sub-categories occasionally, where a single type of weapon branches into several groups. For instance, some pistols can have a scope 2x attached to them while others can't. However, the ones that don't accept it are often faster, so the two groups can't be directly compared to each other. Therefore, there are two pistol sub-categories: Scoped, and Non-Scoped. The sub-categories will be explained separately when they appear.

PREFERENCE

In many cases, a weapon will be better in one stat, and worse in another stat. Which stat is more important?

For the most part, range and speed are the two most important stats of a weapon, and most likely to be different between weapons. Draw speed is less important than firing speed. Accuracy can also be very important, especially for weapons that rely solely or mostly on aimed-shots. After that, attachments, which can make a huge difference, followed by auto penalty and auto firing rate (if any). The comes reload speed, although it's not very important. The rest of the stats, including reliability, repair ease, size and weight, are relatively negligible. They will only affect a decision if they are extremely bad (but not if extremely good), and for the most part won't even be mentioned.

Also note that price is not an issue. If you've got monetary problems in the game, don't even bother reading this. Use whatever you can afford!

TERMINOLOGY

This is important, so pay attention. I'm going to use a certain terminology, and a certain syntax, when explaining the different weapons.

Outclassing

Many weapons will be "Outclassed" by other weapons. This happens when one weapon is significantly inferior to another. The Outclassed weapon is removed from the contest. This means that if your merc has a certain weapon, and you find a new gun that outclasses it, the previous weapon can be dumped for the newer weapon. Please note that sometimes a weapon outclasses one weapon and is immediately outclassed by another - In other words, weapon A is outclassed by weapon B which is outclassed by weapon C. In such a case, weapon C is the best as it outclasses both A and B. If you only find weapon B, it outclasses weapon A, but should be dumped if weapon C is found. It's not terribly difficult, so no complaints please Wink

Please note that many weapons may have one or more advantage over another weapon, but also one or more disadvantages. In such cases, outclassing can be more difficult, as you have to choose whether the advantages outweigh the disadvantages. If it happens, I'll do my best to note why I've still decided that the weapon is outclassed (or not outclassed), so it's best to read the text before making any decisions.

Stat Comparison

In many places in the text, you'll find something like this:
Weapon A has a better firing speed than weapon B (3 AP vs 5 AP)
This is a comparison of the firing speed stat (called "AP to Fire" by EDB, it's a complicated value that doesn't actually appear in the XMLs). The first weapon is obviously faster as it takes less APs to fire. Get used to this type of comparison, as it appears many times in the text.

Please note that the numbers are always respective - in the example above, the first number refers to weapon A, the second number refers to weapon B. It can also be the other way around:
Weapon A has a slower firing speed than weapon B (5 AP vs 3 AP)
In this case, "5 AP" refers to the first weapon, which is slower.

Firing Rate value

Firing rate is always listed as a combination of two values. For instance:
Weapon A has a firing rate of 10 AP + 3b/5AP
This is a combination of the "APs to Auto-fire" value (in this case, 10 AP), plus the value called "Bullets per 5 APs" (in this case, 3 bullets per 5 APs). I wish it was simpler than that, but you'll have to live with it. The rule of thumb is, you want a lower "APs to Auto-Fire" value, and a higher "bullets per 5 APs" value. So:
10 AP + 3b/5AP is better than 11 AP + 3b/5AP and worse than 10 AP + 4b/5AP.

Attachments

I haven't bothered to list the possible attachments to each weapon, but I did make a point of noting when a weapon has better attachments available than others, especially if a weapon outclasses another weapon because it can fit better attachments. Most weapons in the game can take at least a Laser-sight/Lam-200, Relfex Sight, and/or 2x Scope. Many can take a 4x Scope or 4x ACOG Combo scope. In any case, if a weapon lacks the ability to mount an attachment which is common in its category (or at least common to other similar weapons), that will be mentioned appropriately.

"Out of the Box"

This means a weapon with no attachments except built-in ones (if any). Please note that while some weapons come with default attachments (I.E. they'll always arrive with one specific attachment when bought on Bobby Ray's or dropped by enemies), that attachment will be disregarded if it can be removed from the weapon at all, for ANY purpose of this guide.

COOLNESS level

Coolness is a value attached to a weapon, that will determine how far into the campaign the weapon will appear, in Bobby Ray's as well as dropped by enemies. Of course, maps may contain placed weapons which will appear REGARDLESS of your progress in the game, and you can set Bobby Ray's to sell weapons earlier than it should. However, the comparison guide will assume that you are playing at "Normal" bobby ray level, and that you won't find any weapons that are better than the currect coolness level. If you indeed find a better weapon, simply look at the appropriate coolness level to see if it outclasses anything.

Oh, here's the rule of thumb:
Current Coolness level = (Current Progress / 10), Rounded down, +1.
So, if your current progress is 15, the coolness level is (15/10=1.5), rounded down (to 1), +1 = 2.

To find your current progress, press V in tactical or strategic mode.

Variety vs. Gameplay Type

This guide only covers weapons which are available through Bobby Ray's, but makes no distinction between "Sci-Fi" weapons and "Realistic" weapons. If you choose realistic mode, some weapons may not be available at all.

Also, the guide makes little distinction between OIV and NIV. Some weapons are uncharacterstically large, and in NIV would fit only in larger pockets. The distinction is much simpler in OIV as it only has two different types of pockets. If the size difference is very important, it will be mentioned. But for the most part, it'll be up to NIV users to figure out whether the weapon can fit in a holster, combat pack slot, or backpack slot. Most if not all two-handed weapons will fit in a sling slot.

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


The only thing left to say is... ENJOY!

Pistols
Machine-Pistols
Small Machine Guns (SMG's)
Carbine Assault-Rifles
Mid-Range Assault-Rifles
Long-Range Assault-Rifles
Machine-Guns
Rifles
Sniper Rifles
Shotguns

[Updated on: Sat, 18 October 2008 22:16] by Moderator

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199402] Sat, 18 October 2008 22:05 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
PISTOLS

The Pistol category is the second-largest category in the game (second to Assault Rifles, of course). The difference between pistols is in very small numbers, although some pistols compete in a sub-category due to their ability to mount scopes. They pay for this ability with speed, however.

There is very little to compare between pistols, as they differ mostly by damage, range, and the caliber they can use. But since bullets are equally available for all these calibers, then we'll be concentrating mostly around range and damage.

However, due to the way we use pistols, the most important factor is usually their SPEED rather than anything else. We'll want a pistol that can put a large number of bullets into an enemy in as little time as possible. This is especially true in the late game, when pistols become sidearms and are used when an enemy has been detected in very close proximity. Due to their 0 AP-to-draw value, you can switch to a pistol immediately, which makes it exceptionally quick.

Please note that for anything but the Item Size, all pistols are eventually outclassed by one amazing assault rifle - the Magpul PDR - that can match their speed but with superior range and stopping power.

CATEGORY DEFINITION

Pistols are easy to define - they are one-handed weapons that fire small caliber ammunition and have no automatic-fire capability. As such, many of them are outclassed by MachinePistols, who answer to the same definition without the autofire restriction.

COMMON ATTACHMENTS

All Pistols can take the following attachments:
  • Laser Sight or LAM-200
  • Flast Suppressor
  • Reflex Sight

Many can also take a Pistol Suppressor and/or a Match Sight. This is explained in the text.

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

COOLNESS 1

At the start of the game, all available guns are pistols. Until we reach a progress level of 10 ("Coolness 2"), the only serious weapons we have are the ones brought along by our recruited mercs.

There are no attachments available at this stage, except those that can be found on the map.

OutClassed Pistols

  • HK P7M8
    • At 5 AP, 10 RNG, and 25 DMG, it is easily outclassed by several pistols
  • Makarov PMM
    • Slightly heavier and louder than the PM.
  • S&W .38
    • Outclassed by several pistols, especially due to its 6AP firing speed. However, it's the easiest pistol to repair.
  • Grach
  • MAB PA-15
    • Both are outclassed by the Viking, in loudness, repair ease, and weight.
  • VIS-35
    • Outclassed by the Viking in loudness and weight.
  • SIG P229R
  • SIG P239 SAS
    • Even with match sights, both are outclassed by the Viking in most stats. However, they are slightly more reliable.
  • Tokarev TT-33
    • Although 0.1kg lighter than the CZ-25, is still outclassed by one range point. Easier to repair though.
  • MP-446 Viking
    • After having outclassed other pistols, the Viking itself is also outclassed, by the Sphinx 3000, in accuracy. It is slightly easier to repair though.

Pistols, Best Speed (4 AP to fire)
  • Makarov PM
    • Has the lowest damage of all guns (23), but is also the quietest (40).
  • CZ-52
    • Great range (12), but a loud pistol (60). It fires 7.62x25mm, which can take AP ammo.
Both of these pistols take 4AP to reload, which makes them less useful.

Best Range (12)
  • SIG P210
    • The only gun at this coolness level that can shoot at a range of 12, and also the only one of the finalists that can take match sights (upgrading its range to 13, and adding an accuracy point).
  • CZ-52
    • Less powerful than the P210 (24), less accurate (0), and also a tad louder (60). However, it only costs 4 AP to fire!

Best Damage (25)
  • SIG P210
    • Best range (12), but slower to reload than the sphinx (4 AP). Also louder (55) and less accurate (+1). A tiny bit easier to repair.
  • Sphinx 3000
    • Quick to reload (2), good range (11), and best accuracy (+2).

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

COOLNESS 2

Many pistols appear in Coolness 2, especially a few large-caliber monsters. Most of them outclass the Coolness 1 pistols outright.

The pistols will now be competing in two general sub-categories - fast pistols, all or most of whom can take a Match Sight attachment, and Slow pistols that can take a 2x Scope. The two categories will not be compared to each other.

Non-Scoped Pistols

These are pistols that cannot take a 2x Scope. Generally, they all take 5 AP to fire, except the pistols carrying over from Coolness 1.

Outclassed Non-Scoped Pistols
  • SIG P226 SAS
    • Almost identical to the P226R, but outclassed by its lower weight.
  • SIG P226 SAS .40
    • Identical in every respect to the P226R .40, it is outclassed because... well, it's uglier.
  • SIG P226R
    • Despite being slightly quieter and lighter, it loses out to the P226R .40 variant because of a crucial extra point of range.
  • SIG Pro
    • Outclassed by most coolness 2 pistols. Plus, it's incredibly loud (90!)
  • Walther P99
    • Despite its low weight and higher reliability, it is still an inferior weapon. It also cannot accept match sights, unlike more Coolness 2 pistols.
  • PSM
    • A quick but lousy weapon, it cannot best the Makarov PM from Coolness 1.
  • Luger P-08
    • An ancient weapon, and cannot even accept reflex sights.
  • FN Browning HP-35
    • Its inability to take match sights make it inferior to several other pistols in this category.
  • FN BDA-9
    • A slightly reliable weapon, its inability to take match sights rules it out for a nomination.
  • M1911A1
    • Despite being a bit easier to repair, it is outclassed by the M1911A1 Hi-CAP.
  • M1911A1 Hi-CAP
    • Its advantage over the M1911A1 is not enough to prevent it being outclassed by the SIG P226R .40. While it has +1 accuracy advantage, its slow firing rate (6 AP) disqualifies it.
  • Glock 19
    • Despite being a tad lighter, it is still outclassed by the Glock 17's higher range.
  • Beretta 92F
  • Beretta 92FS
    • Both outclassed by the Beretta 96FS, due to its ability to take .40 S&W ammo.
  • Beretta 96FS
    • Unfortunately, the 96FS also gets outclassed by the Springfield XD, due to higher weight and lower reliability. It is slightly more silent though.
  • MP-445 Varjag
    • Like the Beretta 96FS, this is also outclassed by the XD in reliability. It is slightly lighter and quieter than the XD, but not by much. Theoretically, they are almost identical, so it doesn't really matter which one you actually choose. I chose the XD due to its
      popularity.
  • Sphinx 3000
    • Unable to accept Match Sights, and holding no special advantage over other pistols without one, it is now outclassed.
  • MP-446 Viking
    • Now gets outclassed by the Glock 17's superior reliability and repair ease, not to mention its ability to accept Match Sights.

Non-Scoped, Best Speed (4)

The PM and CZ-52 still lead in this category. All other non-Scoped pistols in Coolness 2 cost 5 AP to fire. However, these two cannot take match-sights, and when that attachment becomes available, other guns outclass these easily.

Non-Scoped, Best Range (12-13)
  • P210
    • The P210 still holds the lead in this category, because it can receive a Match Sight to increase its range to 13.
  • Springfield XD
    • This pistol has a natural range of 12 and a strong Damage value (26). However, it cannot take a Match Sight, and without one is easily outclassed by the SIG 226R. I'd have already outclassed it to the Colt Delta Elite, if not for the Elite's rare caliber (10mm).
  • Colt Delta Elite
    • This pistol deserves mention because it comes with range 13 and has the highest damage amongst the non-scoped pistols. However, as it cannot accept a match sight, it has less accuracy than other pistols, and also takes the very rare 10mm ammo. It is also very loud (72). For these reasons, a match-sighted P210 will generally outclass it in all but damage.
  • SIG P226R
  • Glock 17
  • HK USP
    • All three pistols hold a range of 12 tiles, but only once Match Sights are attached. This also gives them a direct advantage over the Springfield XD as they gain +2 accuracy.
    • The Glock 17 is the most reliable of these three (+4), and also the lightest (0.6kg) and quietest of the three (50)
    • The USP has an advantage in accuracy, and will reach +3 with a match sight. However it is very loud (72)
    • The SIG 226R .40 is the middle-ground between these two, with average loudness (60), average weight (0.7kg), and good reliability (+2). However, it is also the most powerful of the three (26 damage) and will outclass the Springfield XD once a match sight has been attached.

Non-Scoped, Best Damage (26-27)
  • Colt Delta Elite
    • The only pistol in this category to get 27 Damage. However, it cannot take Match Sights and thus is easily outclassed by several other pistols. Great before you get Match Sights, provided you can find 10mm ammo...
  • Springfield XD
    • 26 points of damage, but cannot take a match sight. It would be outclassed by the Colt Delta Elite if not for the Elite's rare ammo caliber (10mm).
  • SIG P226R .40
    • 26 points of damage, and after taking a Match Sight will become somewhat superior to the other two.

Scoped Pistols

Some pistols can take a small scope (2x). Most have better range and damage than non-scoped pistols, anyway. They are therefore somewhat superior to other pistols due to the implication of better aiming, accuracy and damage. However, there are two main drawbacks:

  • All of these pistols fire slower than others.
  • Scopes can be attached to better weapons like SMGs for better results

For these reasons, the winners in this category are not great weapons on their own, unless you can't find better weapons to fit the scope to.
Naturally, all Scoped Pistols are inferior to Non-Scoped pistols if you haven't actually found a scope yet. The non-scoped pistols' speed makes them superior for the roles for which they were designed, despite lower range and damage.

In other words, Scoped Pistols are mostly an interim option until better weapons can be found to take their place, like Machine-Pistols or SMGs.

Outclassed Scoped Pistols

  • Barracuda
  • Manurhin MR-73
    • Both feature almost the same stats as the Colt Python, and while they are slightly lighter, the Python outclasses them with superior accuracy

Scoped, Best Speed (7)
  • Colt Python
    • Also Accurate (+2), but outclassed by other scoped pistols in range (11) and damage (27). Without a scope, inferior to all non-scoped pistols due to its speed.

Scoped, Best Range, Best Damage (17 and 31)
  • Contender Encore
    • This weird-looking pistol is both the the most powerful pistol in this category as well as the longest-ranged. However, it is a very slow pistol, at 9 AP to fire, and as such is easily outclassed by many later weapons. It can also load only 1 bullet at a time, and fires the rare sniper caliber .454 Casull SAP. Not a very intelligent choice, but might still be useful in some situations.

Scoped, Overall
  • S&W M29
    • Average speed (8 AP), good accuracy (+1), good range (13) and good damage (29) make this a good all-round pistol. Without a scope of course, it is not a match for faster, less accurate pistols.

Scoped, Attachments
  • Desert Eagle .357
    • Although less accurate (0), less powerful (27), and less reliable (0) than the M29, it is a tad faster to reload (4). Its most important advantage however is that it is the only scoped pistol that can take a silencer. Naturally, if you've got a silencer and scope, you'd be better off looking for some more serious (and most importantly FASTER) weapons, as the Desert Eagle is still 8 AP to fire.

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

COOLNESS 3

When we progress to coolness 3, the focus of pistols becomes different. There are many SMGs available now which outclass pistols.

Pistols are still divided into two categories: Scoped and Non-Scoped. Please note that Match Sights cannot be fixed to any of these new weapons.

Non-Scoped Pistols

Continuing along the scheme of 5 APs in a short-range package, the non-scoped pistols of Coolness 3 offer very little improvement over their predecessors.

Outclassed Pistols
  • SR-1 Gyurza
    • Outclassed directly by several EARLIER pistols, except in loudness (50), other match-sight-equipped pistols all outclass the Gyurza.
  • Springfield XD
    • Its inability to take a match-sight makes it outclassed by the new SOCOM, as the SOCOM is slightly more accurate and also quieter.
  • CZ-75B
    • This pistol is outclassed by the SOCOM's better accuracy (+1) and lower weight (1.0). However the CZ is more reliable.

Non-Scoped, Best Speed (4)
  • Makarov PM
  • CZ-25
    • Surprisingly, no pistols have outclassed these two, who remain the fastest pistols in the game. Again, since they cannot take match-sights, they are much less powerful and accurate than other pistols.

Non-Scoped, Best Range (15)
  • Calico M-950
    • The superior Calico would be considered a rifle if not for its pistol speed (5). With a range of 15 and a damage value of 27, it is a rather powerful pistol. However, a high AP to Reload value and horridle low accuracy (-2) make it dubious, coupled with its large size which means it cannot be put into anything less than a combat pack pocket. Fortunately, it can be fitted with a Trigger Group to allow it to fire bursts, but that attachment is extremely rare...

Non-Scoped, Best Damage (27)
  • Colt Delta Elite
  • Calico M-950
    • The delta elite remains powerful, despite its rare ammo caliber. It is joined by the longer ranged M-950, although the M-950 suffers from low accuracy. Other guns are still more accurate than these two, reducing their usefulness.

Non-Scoped, Overall
  • SIG P226R .40
  • SIG P210
  • Glock 17
  • HK USP
  • HK MK23 SOCOM
    • Four "surviving" finalists from Coolness 2 remain useful in Coolness 3, and are joined by the SOCOM pistol. However, if Match Sights are available, the SOCOM is outclassed by several of them in everything but damage (it retains a 1 point advantage there). However, a Sight-Upgraded P226R .40 outclasses the SOCOM in everything but loudness (60 vs 50).

Scoped Pistols

Several scoped pistols are introduced in Coolness 3, but almost all of them (including most winners in the Coolness 2 category) are immediately outclassed by the new M29 SATAN.

Scoped, Outclassed
  • S&W M29
    • Although slightly lighter and more reliable, the M29 can't match the M29 SATAN's range of 16, and thus becomes outclassed easily.
  • Ruger Redhawk
    • Slightly easier to repair and slightly more quiet than the SATAN, this revolver lacks its +1 accuracy.
  • Ruger S. Redhawk "Alaskan"
    • Less powerful than the SATAN, the Alaskan fires rare .454 Casull ammo, and has an exceptionally short range for the scoped pistol category. As Casull doesn't come in AET variety, it is easily outclassed.
  • Desert Eagle .357
    • The Eagle only costs 4 AP to reload and has a magazine capacity of 9 bullets, but is still inferior in both range and damage to the awesome SATAN.
  • Taurus Raging Bull 444
    • Once again, a new gun comes in only to be outclassed by the SATAN. With less range and accuracy, the Raging Bull offers no advantage over this new killer.
  • Fr. Arms M83
    • Despite a 1 point damage advantage over the SATAN, this pistol loses out in range (15) and accuracy (0), and most importantly in speed (9).
  • Desert Eagle .44
    • No advantage over the SATAN, except for a slightly better reload rate (4 AP) and loudness (54). It loses out mainly due to inferior range (13).

Scoped, Best Speed (7)
  • Colt Python
    • Holding firm at 7 APs, the undisputed quick 'sniper' pistol.

Scoped, Best Range (17) and Damage (31)
  • Contender Encore
    • Terribly slow to use (9 AP) and reload (6 AP), the encore remains useful for its exceptional range and accuracy. Do note however that the .454 Casull bullets will cause it to go outclassed once AET ammo appears for other calibers, particularily the SATAN's .44 cal.

Scoped, Best Overall
  • M29 SATAN
    • Outclassing nearly all previous scoped weapons, the SATAN is a great firearm. Unfortunately, by this time it is already outclassed by several non-pistol weapons, such as the powerful MP5 SMGs, especially due to the SATAN's high AP cost (Cool.

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

COOLNESS 4

Finally, we get to meet some of the best pistols in the game. There's only three of them though, but two are exceptionally good.

Non-Scoped Pistols

We're finally introduced to the HK UCP, and its superior the FN Five-SeveN. They both have a strong set of advantages, and one niggling disadvantage.

  • Both weapons have a speed of 4 AP to fire. This alone allows them to outclass everything else you've seen so far in the Non-Scoped Pistol category.
  • Both weapons fire ammo that has both SAP and AET varieties. This allows for some heavy-hitting damage, comparable to SMGs and even Assault Rifles.
  • Unfortunately, both the HK's 4.6mm and the FN's 5.7mm are relatively rare calibers at this point in the game, and getting extra ammo may be tough. Of course, they should both be available through Bobby Ray's by now. And BOTH come in SAP as well as AET variants.

Non-Scoped, Outclassed
Assuming ammo is available for either the new FN or new HK pistols, they will outclass every other non-scoped pistol. With a speed of 4 APs, a natural range of 13, low loudness (45) and slight accuracy (+1), they are easily the leading sidearms. And also,
  • HK UCP
    • If ammo is available for the Five-seveN, it outclasses the UCP by one damage point. All other stats are the same.

Non-Scoped, Speed (4 AP)
FN Five-seveN
HK UCP
  • Finally outclassing the PM and CZ-25, the Five-seveN and UCP rule with an AP cost of 4.

Non-Scoped, Range (13)
FN Five-seveN
HK UCP
  • Although their range is the same as the Colt Delta Elite (and a match-sight upgraded P210), the speed advantage of the FN and HK gives them a clear advantage over those other two. Also, the Elite can only fire 10mm ammo, which does not have SAP variety (although it does have AET, in my opinion not enough to give it an edge as these two can also fire AET).

Non-Scoped, Damage (26)
FN Five-seveN
  • Although it cannot surpass all other pistols in damage, the FN is overall far better, and can also use SAP and AET ammo.

Also deserving special mention here:
  • Calico M-950
    • Despite its higher range and damage factors, it has negative accuracy and is too big to store in a pistol pocket. Fitting a Trigger Group to it is a waste of time (not to mention, no longer a pistol).
  • Colt Delta Elite
    • Higher damage, but no other advantages over the FN and HK, who outclass it in Speed (the most important stat!).


Scoped Pistols

We only get one new gun in this category, the Desert Eagle .50 AE. Unfortunately, this weapon offers absolutely no advantage over previous Scoped Pistols, and therefore does nothing to change the favourites in this category.

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

COOLNESS 5

The swan-song of pistols comes during a part of the game where MachinePistols and SMGs should've already replaced them completely. While five new pistols make their appearance here, none of them are in any way superior to existing pistols.

Non-Scoped Pistols
The Automag and LAR pistols both accept no scope attachments, and yet their firing speed stands at 9 AP, similar to that of the scopes pistol family. As such, they are extremely slow and make up for it with very little - slightly higher damage values (28 and 29). Also, firing the exceptionally rare .45 WM and .50 AE calibers makes these pistols completely pointless to buy or keep.

BEST NON-SCOPED PISTOL

Easily, the FN Five-seveN is the clear winner in this category.

FN Five-seveN
Range: 13
Damage = 26
Accuracy = +1
AP Cost to Draw = 0 (all pistols have 0 though)
AP Cost to Fire = 4 (Fastest!)
AP Cost to Reload = 2 (Fastest!)
Loudness = 45
Caliber = 5.7mm (relatively rare but with both AET and SAP variations)

However, please do note that even this amazing pistol is OUTCLASSED by several other, non-pistol weapons! Its inability to mount a scope makes it much less useful than other, superior weapons such as the OA-93. The only advntage that the Five-seveN continue to possess in this category is its size, as it can fit in a small pistol holster. If size is not important, the P90 and the Magpul completely overshadow it in all categories...

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

COOLNESS 6

Just when you thought pistols couldn't get any better, we come to the last and best pistol in the game.

BEST NON-SCOPED PISTOL IN THE GAME

HK G11 PDW
Range: 17 (Longest range!)
Damage = 26
Accuracy = +1
AP Cost to Draw = 0 (all pistols have 0 though)
AP Cost to Fire = 4 (Fastest!)
AP Cost to Reload = 4
Loudness = 65
Caliber = 4.7mm (relatively rare but fires SAP)

It's almost the same as the Five-seveN, but as you can see has a clear range superiority. It loses in loudness, AP to reload, and the caliber is relatively rare, so it only outclasses the FN by a slight margin. If you have ammo difficulties, you can stick with the FN at this point. After all, they are both meant for use at close range, right? Also note that AET bullets are not available for this caliber.

The PDW remains a very powerful close-combat weapon for several coolness levels, but is easily outclassed at Coolness 9 by the MP7.

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199403] Sat, 18 October 2008 22:05 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
MACHINE PISTOLS

The Machine Pistol category is a relatively small category, but nonetheless contains some of the most useful short-ranged weapons in the game.

Machine Pistols are very similar to pistols, and in many cases offer the same stats, albeit with burst/auto capabilities. Therefore, Machine Pistols compete with regular pistols in range and speed, as well as with other Machine Pistols also in the AP to Burst/Auto and the Burst/Auto Penalty stats.

On the whole, Machine Pistols outclass many Pistols. Later in the game, Machine Pistols will completely outclass the Pistol category in all but size and caliber. Of course, Machine Pistols will also themselves be outclassed by Small SMGs.

CATEGORY DEFINITION

A Machine Pistol is defined as a one-handed weapon capable of burst or full-auto fire. Some MPs are considered pistols, and as such receive a CTH bonus when fired with both hands. Others are considered SMGs, and require the use of both hands to avoid a -5 CTH penalty (although they CAN be fired with one hand). However, they are not pistols due to their autofire capability, and not SMGs due to their one-handed ability.
Machine Pistols' draw costs vary, but are usually very low (0 or 1). They are later outclassed by SMGs, with their lower burst penalties and considerably better attachments.

COMMON ATTACHMENTS

All Machine Pistols can accept these attachments:
  • Flash Suppressor or Pistol Suppressor
  • Laser Sight or LAM-200
  • Reflex Sight

Several MPs can take a Scope 2x, and a few can take a Trigger Group. Also, the MP7

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

COOLNESS 2

This is the first appearance of Machine Pistols. There are four of them, and each is good in its own right. They can also outclass some of the pistols in this stage of the game!

Outclassed Machine Pistols
None. Each of the four machine pistols appearing in this coolness has its own advantages and disadvantages.

Outclassed Pistols
  • Makarov PM
  • CZ-52
    • Both of these pistols hold the "Best Speed" award at coolness 2, and both are outclassed by the Stechkin APS. The APS has a higher range than both (13), is quicker to reload (2 AP), and holds more ammo (14). It is also a surprisingly quiet pistol (45). Unfortunately, it suffers from a -1 To-Hit penalty, but with all of its advantages, plus its capability of Burst Fire, it is clearly superior.

Machine-Pistols, Best Speed (4 AP)
  • Stechkin APS
    • The APS has a Single Fire AP cost of 4, making it the fastest MP in this coolness category. As a "Pistol" type MP, holding it with both hands (I.E. second hand free) gives a +5 CTH bonus!

Machine-Pistols, Best Range (13)
  • Stechkin APS,
  • Micro-Uzi
    • While the Micro-Uzi has a better accuracy (+1), it suffers from high Burst Penalty (-10). It makes up for this with an amazing rate of fire (6 bullets / 5 AP) and a slightly higher Damage rating (25). Both are relatively quiet, but the Micro-Uzi has the added advantage of a 30-bullet magazine capacity. Also note that the APS can be held with both hands, giving +5 to CTH!

Machine-Pistols, Best Damage (25)
  • Glock 18,
  • Micro-Uzi
    • The Micro-Uzi would outclass the Glock 18, as it has a higher magazine capacity (30), a better range (13), and better accuracy (+1). However, the Glock 18 is a pistol-type MP, and as such firing it with both hands (I.E. second hand free) gives it a 5 point CTH bonus, which is pretty accurate. Also, it can take a Match Sight to increase its accuracy to +2 and range to 12. Additionally, the Glock is easier to repair, and suffers from a slightly lower Auto Penalty (-9).

Machine-Pistols, Best Accuracy (+3)
  • Skorpion
    • The skorpion is amazingly accurate, at +3, and also has a low burst penalty (-8). A bit slower then other machine pistols, it has a long reload time of 4 AP, short range (11) and slightly lower damage (24). A high magazine capacity (30) gives it an edge, but it is also the only Machine Pistol in this category that can take a Foregrip, making it very useful when that attachment is available (Burst Penalty of 3!!)
  • Glock 18,
  • Stechkin APS
    • Both are "Pistol"-type MPs. When your second hand is free of items, they receive a +5 bonus to CTH, which increases their accuracy considerably. With a match sight, the Glock 18 is two points more accurate than that. The APS, however, suffers from low accuracy (-1) and cannot take Match Sights.

Machine-Pistols, Best Firing Rate (7 AP + 6b/5AP)
  • Glock 18,
  • Micro-Uzi
    • Both weapons' cost to Autofire is 7 AP, and their "Bullets per 5 AP" is 6, meaning they spit out a whole lot of bullets very rapidly. Of course, with the Micro-Uzi's high-capacity magazine (30) it can spit out more. Both guns have a high burst-penalty though.

Machine-Pistols, Best Attachments
  • Skorpion
    • While it can take a Folding Stock, this is not useful as it already has a Draw Cost of 0 AP. However, it can also take a ForeGrip to reduce its Auto Penalty to a whopping -3!
  • Glock 18
    • This MP can take a Match Sight, and is the only MP that can do so. The Match Sight will increase its range to 12, and its accuracy to +2. Unfortunately, without the Match Sight, it is easily outclassed by the Micro-Uzi.

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

COOLNESS 3

This coolness level introduces several great SMG-type machine-pistols.

Outclassed Machine-Pistols
  • Glock 18
    • The Glock 18 is outclassed by the Beretta 93R, another Pistol-type MP. With much higher range (14, vs 11) and very accurate 3-round burst capability (-3 Burst Penalty), the Beretta is clearly superior. The Glock can take a set of Match Sights to make it more useful, but I've still chosen to outclass it now. If you prefer Autofire to Burstfire for some reason, stick with the Glock.
  • Ingram MAC-10
    • Despite its slightly higher damage, the ingram is almost twice as heavy as the Cobray M11/9, has less accuracy, higher burst-penalty, lower range, and higher AP cost to autofire than the Cobray, and is thus easily outclassed.
  • Cobray M11/9
    • After outclassing the MAC-10, the Cobray is also outclassed by the slightly superior PP-93. The PP has much better range (17), lower burst penalty (Cool, and higher firing rate (4b/5AP). Also, it can fire single shots where the Cobray cannot. And although it is slightly less accurate (+2 vs the cobray's +4), the cobray doesn't really benefit much from its accuracy due to inability to fire single shots.
  • Micro-Uzi
    • This MP would still win the "Best Firing Rate" category, but suffers from an incredible autofire penalty of -10. So while it can spit more bullets over a shorter time, it is far less useful than the accurate Steyr TMP, a -4 auto penalty weapon. The TMP can also take a Scope 2x, making it more versatile and useful. Again, if you still want to shoot more (albeit innacurate) bullets, stick with the Micro-Uzi.
  • MP5KA4
    • I was very sad to outclass this one, as it's probably the most loveable Machine-Pistol ever. Unfortunately, it struggles to remain useful. The Mini-SAF has the same rate of fire and burst penalty, and both weapons can use either burst or Auto. The MP5K has slightly better range, slightly better damage, and slightly better accuracy, but ultimately is so much slower than the SAF that it is better outclassed now.
  • Skorpion
    • The Skorp is a little more accurate than the Steyr TMP (+3 vs +1), but has a shorter range (11) and lower damage (24). Also, it requires a foregrip to match the TMP's Auto Penalty, and above all cannot take a scope.

Outclassed Pistols
  • All Coolness 2 pistols.
    • The Beretta 93R, a pistol-type MP, outclasses all of these. While some of these pistols can take match sights to improve their range and accuracy, this still does not make them as useful as the 93R, especially due to its burst capability.

Machine-Pistols, Best Speed (4)
  • Stechkin APS
    • Still holds the title for fastest MP. However, it has several shortcomings that make this less useful than it sounds.
  • Beretta 93R,
  • FAMAE mini-SAF
    • While several MPs have a base AP-to-fire cost of 5, these two excel by allowing a 7-AP 3-round burst. But while the SAF can take a scope 2x, it is largely outclassed by the longer-ranged, higher damage Beretta.

Machine-Pistols, Best Rate of Fire (8 AP + 4b/5AP)
  • PP-93
  • Steyr TMP
  • AEK-919K
  • Agram 2000
  • FAMAE Mini-SAF
    • With the Micro-Uzi removed from the competition despite its huge rate of fire (10 AP + 6b/5AP!), there are six MPs now contending here. Of these, the PP-93 has the best range (17), the TMP and SAF have built in foregrips, and the AEK is accurate (+6). The AGRAM has a weird design feature which I'll explain shortly.

Machine-Pistols, Best Range (17)
  • PP-93
    • The only MP with a range of 17. However, it lacks the ability to attach a scope.

Machine-Pistols, Best Attachment
  • Jati-Matic
    • After taking a Trigger Group attachment, this MP becomes the best in the category. It has great range (16) and damage (26) and already has a very low Auto Penalty (-3). However, a draw cost of 1 AP and a low Rate of Fire may make you think twice.
  • Steyr TMP,
  • AEK-919K,
  • Agram 2000,
  • Mini-Uzi,
  • Mini-SAF
    • All of these can take a Scope 2x, making them more accurate for single-shots. They're also much faster than the scoped pistols available at this point in the game, and so can serve as (poor) medium-range weapons.
  • Agram 2000
    • The Agram has a weirdness that I can't explain - it's probably as error in items.xml. The Agram has a very low Auto Penalty value of -4, however it can also take a foregrip, which turns it into a 0 auto penalty weapon. This is extremely useful, as it makes the weapon extremely accurate with autofire volleys.

Machine-Pistols, Best Overall
  • Mini-Uzi
    • The Mini-Uzi is an average weapon, combining several factors in one gun. It has good range (16), Damage (26), Accuracy (+5) and autofire rate (4b / 5 AP). Unfortunately, it is also the slowest weapon to make it thus far, with a base firing cost of 6. It also has a very high burst penalty (-10!), which makes it less useful as an auto-firing weapon. A relatively good choice if you have yet to come across SMGs at this point in the game.

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

COOLNESS 4

As though humbled, the Machine-Pistols do not offer any improvement during Coolness 4, when Pistols suddenly diverge and present the ultra-quick FN Five-seveN and its HK counterpart the UCP. The speed of these pistols makes them the faster alternative for close range combat. However, Machine-Pistols remain dominant over pistols as far as range and attachments go, and of course their ability to fire in burst/auto mode.

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

COOLNESS 5

Finally, the MPs show some progress as they introduce the SR-2 Veresk. The Veresk is comparable to the Jati-Matic, with good range (16) and damage (26). It is also quite accurate (+4), and can take a Scope 2x. Unfortunately, its inability to take a foregrip means it fails to provide a truly amazing improvement to the Machine-Pistol category, and thus doesn't outclass anything.

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

COOLNESS 6 THROUGH 8

For almost the rest of the game, there is no improvement on the MP formula of one-handed autofiring weapons. During this period, SMGs and Shotguns continue to improve, and so would become far superior alternatives for short-range combat. However, aside from their speed, pistols remain inferior to Machine Pistols...

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

COOLNESS 9

Finally, the Machine-Pistol group gets a boost in the form of the MP7A1, and a significant one at that. This weapon is truly superior - it finally provides all of the benefits of all previous Machine-Pistols in a single package. Thus, it outclasses ALL pistols and Machine-Pistols. Of course, this is almost the end of the game, anyway.

HK MP7A1
Range: 16
Damage = 26 (Highest Damage!)
Accuracy = +5
AP Cost to Draw = 0 (Fastest!)
AP Cost to Fire = 4 (Fastest!)
AP Cost to Fire Auto = 7 AP + 4b/5AP
AP Cost to Reload = 2 (Fastest!)
Auto Penalty = -3
Loudness = 50
Caliber = 4.6x33mm (relatively rare but with both AET and SAP variations)

A clearly superior weapon, and easily outclasses its siblings as well as ALL pistols (even the venerable Five-seveN and G11 PDW, due to autofire capability).
As a bonus, the MP7 can take some great attachments: A trigger group (for Burst fire, at 6 AP and -2 Burst Penalty), a Scope 2x, or an ISM-V-IR (Combination Reflex Sight and Laser Sight), amongst all other "normal" MP attachments. An excellent personal-defense weapon, for sure. Too bad it arrives so late in the game.

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199404] Sat, 18 October 2008 22:06 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
SUB-MACHINE GUNS

The distinction between Sub-Machine-Guns and Carbine-Assault-Rifles is rather vague, and in real life is usually based on the length of the rifle, its speed, and/or its caliber. The XMLs also have a way of distinguishing between them, but I feel that some SMGs are miscategorized. I chose to give SMGs a new definition, and they are still a respectably large group of weapons.

SMGs cover the range between "Close" and "Sight" distances. They are often very quick, at least compared to assault rifles, and some of the later SMGs are as quick as pistols, making them some of the best (if not the best) close-range weapons in the game. SMGs also carry the same amount of ammo as assault rifles (30 bullets, usually), and retain good accuracy and firing rate. They are limited in the number of attachments they can use, but the available attachments are usually the most important ones for the ranges involved.

SMGs appear at Coolness 2, and get progressively better and better all the way up to Coolness 9. At that point, they are already dominant in the close-quarters league. Keep your eyes out for SMGs, as their performance will make them highly valuable even when Assault Rifles are the weapon of choice for your mercs.

CATEGORY DEFINITION

SMGs are two-handed weapons with burst and/or autofire capability. The two-handedness distinguishes them from Machine-Pistols. This definition easily includes all of the Assault Rifles, so I've chosen to add another definition: SMGs can accept a Pistol Suppressor, while Assault Rifles accept the AR Suppressor.

Naturally, as the game progresses, you'll see SMGs with better ranges AND faster firing rates, so it will get easier to distinguish SMGs and Carbines later on. Also note that almost all SMGs in the game have either a folding or retractable stock built in.

Some SMGs can fit into an MP holster slot (in NIV) or a small slot (in OIV). However, most of them are restricted to a large slot (OIV) or Combat Pack slot (NIV). In NIV, you can fit most of them in your Sling Slot.

COMMON ATTACHMENTS

Most if not all SMGs can take the following attachments:
  • Laser Sight or LAM-200
  • Pistol Suppressor
  • Reflex Sight
  • Scope 2x

Many can also take a Trigger Group, if they do not already have burst fire capability. Note that if an SMG cannot take one or more of the above, that is considered a disadvantage and will count against it.

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

COOLNESS 1

Again, this coolness level is reserved for pistols. SMGs will not appear until Coolness 2.

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

Coolness 2

The appearance of SMGs is relatively lame, with only two entrants - the MAT-49, and the SIG MP41/44. While these two weapons provide our first weapons that can fire into the Mid range, they are rather unremarkable due to bad speed and the lack of a single-shot mode. However, with ample 9x19mm ammo, and great accuracy, they are actually useful.

Best Range (19), Accuracy (+6), and Firing Rate (9AP + 4b/5AP)
  • SIG MP41/44
    • Despite its high Draw AP cost of 3, the MP41 is still a remarkable weapon. It has a good firing rate and starting accuracy, enough to outclass all other available weapons, although without single shot mode this can result in a waste of bullets. Fortunately, there is a lot of 9x19mm ammo lying about, so this may be a good choice for a weapon at the early stages of the game. Please note that it has an average Auto Penalty (Cool, and cannot take a foregrip. It is also limited in attachments, but makes up for it with a good reliability value (2).

Best Auto-Penalty (3)
  • MAT-49
    • Although quick to draw (2 AP), the MAT-49 doesn't fire as rapidly as the SIG MP41/44, but has a built in grip that lowers its auto-penalty considerably. While it lacks the MP41's accuracy (+4 vs +6), range (17 vs 19), and reliability (0 vs 2), I believe that the low auto-penalty is a good reason to keep this weapon, if you find it.

Best Attachments
  • MAT-49
    • Another advantage of the MAT is good attachment ability, although you'll be hard-pressed to find those attachments. It can take a 9mm C-mag, and a Trigger Group for burst capability, but both are rather rare.

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

Coolness 3

Finally going into bloom, roughly 40% of the weapons that become available at Coolness 3 are SMGs. There's a good variety here, and most of them easily outclass other weapons.

Outclassed SMGs
  • Thompson M1A1
  • Thompson M1928
    • Disgustingly slow rifles, at a draw cost of 3 and firing cost of 7, the Thompson duo cannot live up to faster SMGs such as the slightly-shorter-ranged Colt 9mm.
  • PPsh-41
    • Ppppssshhhh, What a slow SMG. At a draw cost of 3 APs, the burp-gun doesn't offer any advantages that would stop it from being outclassed, for instance by the superior Colt 9mm SMG.
  • SA-24
    • While a folding-stock can bring this SMG to a draw cost of 2 APs, that is hardly enough to prevent its outclassing.
  • Type-85
    • The Type-85 is unfortunately common, because it is a highly unreliable weapon. Even regardless of this, it loses out to the Bizon 2-07 in Range, Magazine Size, and Accuracy. This is despite its ease of repair and the slightly faster reload speed (4AP vs. 6AP).
  • MP5N
    • This is supposed to be an MP5A4 with a built in folding stock and no burst-fire, but a possible XML mistake may have rendered it outclassed. The two weapons have almost the same stats, with the MP5N losing out in reliability (0 vs +2) and Auto Penalty (-9 vs -8). Furthermore, once the MP5A4 is fitted with a retractable stock (supposed to have been built into the MP5N), it will actually be faster to draw.
  • Spectre M4
    • Compared to the MAT-49 from Coolness 2, the Spectre may have had a reason to survive this category. It has a built-in foregrip for very low Auto Penalty (-3), is quite reliable (+2), and despite a short range of 12 can still fire semi-auto which the MAT-49 cannot. However, it shares this coolness level with the superior MP5A4 which wildly outclasses it in several categories. Also, the M4 cannot take most of the crucial attachments such as a Scope 2x or Reflex Sight, making it far less useful than most other SMGs.
  • Sterling L2A3
    • Loses out to the MP5A4 in almost all categories. What did you expect from a 70-year-old weapon?
  • Carl Gustaf M45/B
    • Yet another antiquated weapon. Cannot surpass the Colt SMG in any of the categories.
  • SIG MP41/44
    • With inferior Draw AP and Reload AP costs, and its general incompatibility with attachments, it loses out to the mighty Colt SMG. It is a reliable weapon though, and a tad bit more accurate.
  • OTs-39
    • The only advantage for the OTs-39 is a built in laser sight, which makes it one of the best starting SMGs possible. However, this advantage quickly becomes a liability, as the OTs-39 is incompatible with many other attachments, especially the LAM-200, scopes, even a Flash Suppressor (although a pistol suppressor is allowed). It is also quite short ranged for an SMG (13). Outclassed, mostly, by the Bizon 2-07.
  • Uzi
    • While almost comparable to the Colt 9mm SMG, the Uzi simply doesn't take a wide variety of attachments. If no attachments are available anyway, it can be used as a substitute for the Colt, although allow for lower reliability and repair ease...
  • Walther MPL
    • Superficially it can seem equal to the Colt 9mm SMG, but the MPL has the lowsiest firing rate ever, with 12 AP to fire auto, and 2 bullets per 5 AP. It also reloads slower than the Colt, and can't take as many different attachments. Outclassed and out of here.
  • MAT-49
    • Performs almost identically to the FAMAE SAF, and even surpasses it by one point of range. However, its incompatibility with a 2x Scope, as well as a complete lack of single-shot mode, render it outclassed.

Outclassed Machine-Pistols

SMGs are only starting out, so they do not yet have a clear advantage over any Machine Pistol. This is mainly due to most MP's low auto penalty and speed, which still make them superior in a way. However, one MP can be easily outclassed now, as it was already borderline in the MP category.
  • Mini-Uzi
    • The Mini-Uzi's primary advantage is its combination of several good machine-pistol qualities. Once the MP5A4 enters the picture however, it directly outclasses the Uzi in range (17), auto-penalty (-8), and accuracy (+6). Additionally, once attachments become available, the MP5A4 continues to outclass the Uzi in almost all remaining categories.

SMG, Best Speed (0 to Draw, 5 to Fire)
  • Bizon 2-07
    • An all around great weapon and the fastest SMG so far. It almost matches other SMGs in range, damage, accuracy, and burst penalty, although somewhat hard to repair (-1). It is the SMG with the highest capacity of bullets, although this makes it harder to reload (6 AP).

SMG, Best Range (19)
  • Colt 9mm SMG
    • A great weapon to have, the Colt SMG is the longest-ranged SMG and the closest you can get to a true Assault Rifle before Coolness 4 kicks in. Although amongst the slower SMGs, it has great damage (26) and good accuracy (+5), and a good firing rate (4b/5AP). It is also the fastest SMG to reload, at 2 AP. Finally, read below as the Colt 9mm wins the Attachment contest, steamrolling all other SMGs.

SMG, Best Firing Rate (5b/5AP)
  • FAMAE SAF
    • Not a remarkable weapon on its own, it still has a considerably high firing rate. The gun also has a burst mode, making it quite useful. However, it is not remarkable in any other stats, and does not take a wide variety of attachments.

SMG, Best Auto Penalty (-3)
  • M-12
    • A built-in foregrip makes this otherwise unremarkable weapon quite useful in the early game. It will soon be outclassed as attachments become available for the Colt 9mm SMG and MP5A4.

SMG, Burst Capability
  • FAMAE SAF
  • MP5A4
    • Almost an equal to the MP5A4, the SAF fires bursts a little bit faster (8 AP vs 9 AP) and has a faster autofire rate (5b/5AP). However, it also one point less range (16 vs 17) and one point more Draw Cost (2 AP vs 1 AP). Naturally, this makes it almost equal to the MP5, but once again will be outclassed once any of the MP5's specialty attachments are found.

SMG, Best Attachments
  • Colt 9mm SMG
    • While a relatively slow SMG (2 AP to draw, 6 to fire), the Colt 9mm SMG is the first SMG to maximize its attachment potential. This weapon can take a 4x Scope as well as a Combo ACOG Scope, and can be upgraded with both a 9mm C-Mag, a foregrip, and a Trigger Group. With all attachments, it is easily the best SMG of this category, although you are unlikely to find all four by the time a better SMG shows up.
  • MP5A4
    • While it cannot take a 4x Scope or Combo like the Colt SMG, the MP5A4 is already a great weapon due to lower Draw Costs and inherent Burst Capability. A Retractable Stock will reduce its Draw AP Cost even further, to 0, making it a strong rival or even a superior to the Bizon, especially due to the MP5's burst capability and the possibility for c-mag and foregrip attachments.

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

COOLNESS 4

This level of coolness does introduce some variation to the SMG class, but doesn't provide superior weaponry. Instead, there are many models of Coolness 3 SMGs here that simply have some built-in functions. Please note - at this Coolness level, an XM177-E1 Carbine will outclass pretty much _ALL_ SMGs!!

Outclassed SMGs
  • Beretta M12
    • Although it has a built-in foregrip, the M12 is slower to draw than the HK UMP45 (2 AP vs 0 AP). Also, the UMP comes with a foregrip by default, further solidifying its position, and is more reliable than the M12.
  • Owen .45
    • With no single-shot capability, and a seriously slow rate of fire (11 AP + 3b/5AP), the Owen's reliability fails to prevent it from being outclassed by the still-powerful Colt 9mm SMG. Also, despite its built-in foregrip, it is not very stable and will be outclassed by most SMGs once a removeable foregrip has been found for other weapons.
  • HK MP5/10A3
  • HK MP5/40A3
    • These different-caliber variants of the MP5 don't offer much except reliance on rarer ammo. Both weapons have a high firing cost (7 AP), higher than their parent (the MP5A4, 6 AP). They also lose a point of accuracy. The 10mm variant also has a slightly higher burt penalty (-9 vs. -8), although it does have both higher range (18 vs 17) and damage (28 vs 26). Of course, 10mm ammo is exceptionally rare at this stage of the game, and perhaps not a good reason to switch to the MP5/10A3. Besides, neither of these variants can take a retractable stock like their parent (the MP5A4 can drop its Draw Cost to 0 this way!), or C-Mag adapters. Finally, the Colt SMG is clearly superior to both these weapons anyway.

SMG, Best Speed (0 to Draw, 5 to Fire)
  • Bizon 2-07
    • As no SMGs have been introduced to outclass it, the Bizon remains the fastest SMGs yet. Please note however that it has the same speed, but lower attributes, than an XM117-E1 Carbine which is also available at coolness 4.

SMG, Best Range (23)
  • Steyr AUG Para
    • The AUG has great statistics, and almost outclasses the Colt 9mm SMG to become the best of this group. A slightly shorter firing rate, and its inability to take 4x Scopes, means that it continues to compete for the top spot. Regardless, it has a built-in foregrip for high stability (-3 Auto Pen), good accuracy (+4) and high damage (27). However, it is slow to reload (6 AP).
  • Calico M-960A
    • While it only has a range of 21, that is still longer than most SMGs, and it has similar features to the AUG Para, while outclassing it in draw speed (0 AP vs. 2 AP). It can also take a 4x Scope. However, the Calico cannot take a C-Mag adapter, nor 2x Scopes, which means it is a viable substitute (albeit a somewhat average one) for the PARA or the Colt SMG. Use it for autofire, as it has a larger magazine capacity (50 rounds).

SMG, Best Firing Rate (9 AP + 5b/5AP)
  • FAMAE SAF
    • The SAF still holds the top notch for firing rate.

SMG, Best Built-In Attachments
  • HK MP5SD5,
  • FAMAE SAF Silenciada
    • Both are exceptionally quiet rifles, and more quiet than their "parent" versions with silencers attached. However, both also have slight advantages compared to their parents, so it's a question of silence vs. performance, and whether or not you have available attachments at all.

SMG, Best Attachments
  • HK MP5A4,
  • Colt 9mm SMG
    • Still accepting some great attachments. Read the previous coolness for more details.
  • Calico M-960A
  • HK MP5SD5
    • Deserve mention for taking some good attachments as well. The MP5SD5 is equal to the MP5A4 (except the silencer, which is already built in). The M-960A can take a 4x Scope/Combo, but cannot take a 2x.

SMG, Best Overall
  • HK UMP45
    • Again, not a remarkable weapon, but deserves some mention. It's the second-fastest SMG after the Bizon, at this point, and has a 2-round burst capability built-in. Also, unlike the Bizon, it can take a foregrip for a final -3 Burst Penalty. It also uses the .45 ACP ammo caliber, which by now should be plentiful. Finally, this is the only SMG at this point which can take an ISM-V-IR attachment... however that attachment won't become available for several more coolness levels.

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

COOLNESS 5

Unforunately, the SMG family seems to die out as we advance. Most of the short two-handed weapons we find now are good enough to be considered Carbines (mostly due to accepting an AR suppressor and better attachments). Still, there is one new entrant in this category.

Best Range (24), Best Damage (31), Best Attachments
  • AKMSU
    • The AKMSU doesn't outclass any of the other SMGs, but does offer quite a package of goodies. It is roughly comparable to the Steyr AUG PARA, outdoing it in range, damage, and reliability. However, this is not without shortcomings. Firstly, the AKMSU uses 7.62x39mm ammo, which does not have AET or SAP variants (but DOES have Match-grade ammo!). Also, as a purely-russian device, it is compatible with a different range of attachments than other SMGs. It can take a Kobra instead of a Reflex Sight if neccesary, and can also mount the PSO-1 4x scope. Furthermore, the AKMSU can mount a PSO-3 scope, for 8x magnification. It obviously lacks the range to make good use of this scope, but at least it's possible. It can also take a Drum Adapter. Unfortunately, the AKMSU cannot take any form of suppressors, and is already an extremely loud weapon (80!).

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

COOLNESS 6

No additions... I guess the SMG family is simply eager to get on with its next, best entrant.

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

COOLNESS 7

With its final entrant, the SMG class abandons hopes for a more accurate weapon, and instead concentrates on extremely high speed.

Best SMG

FN P90
Range = 23
Damage = 27
Auto Penalty = -2 (Most stable!)
Draw Cost = 2 AP
Base Firing Cost = 4 AP (Fastest!)
Auto Firing Rate = 6 AP + 4b/5AP (Fastest!)
Accuracy = +6 (Most Accurate!)
Reliability = +2
AP to Reload = 6
Loudness = 45 (Most silent, except for SMGs with built-in silencers)
Caliber = 5.7x28mm (Rare, but has both SAP and AET variants!)

The P90 is an amazing weapon, and would outclass ANY pistol and machine-pistol if it were not for its 2AP draw cost. Extremely stable and extremely quiet (with a silencer attached), the P90 is an excellent night-ops weapon, capable of delivering accurate bursts into an enemy's head at night-time viewing range. Can take a Trigger Group for burst fire capability (at an amazing -1 Burst Penalty!)

Please note that the P90 is almost outclassed by the Magpul PDR Carbine, although the two weapons have a slightly different emphasis. It certainly does outclass all of the Scoped Pistols, and most Machine Pistols too. In my opinion, the P90 also outclasses all other SMGs. But that's up to you to decide.

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

COOLNESS 9

A little oddity crops up here, near the end of the game, in the form of the Metal Storm Surf Zone. The Surf Zone is a weird little thing, roughly similar to the Colt 9mm SMG in many stats, but has one important "specialty" - it can fire about a zillion bullets per second, and pretty accurately too. The Surf Zone has an autofire rate of 8 AP + 11b/5AP, which is amazingly fast. Combine this with an autopenalty of -2, and you get a true "small machine gun", capable of suppressing (or obliterating) many enemies simultaneously. Add to this the SAP ammo it uses, and it's a recipe for destruction. There's a catch though - the ammo for the surf zone is, to say the least, extremely rare. And, the weapon cannot take a pistol suppressor. So while it's a nice toy to play with, it may be better off to stick with the P90... or the Magpul PDR...

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199405] Sat, 18 October 2008 22:06 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
CARBINE ASSAULT RIFLES

The shorter end of the Assault Rifle family, Carbines are some of the most plentiful weapons in the game. They are most often variations on longer Assault Rifles, providing less range but with faster handling speeds. Damage also suffers somewhat. Most Carbines fire common Assault-Rifle ammunition, and can take a large variety of attachments. They are great weapons for mid/sight-range engagements, and continue to offer a faster alternative to assault rifles for the rest of the game. One carbine, the Magpul PDR, is so good that it outclasses ALL of the pistols, machine pistols, and SMGs.

CATEGORY DEFINITION

A carbine is a short-range assault rifle, a two-handed weapon capable of automatic fire. We define carbines as having a range of anywhere between 20 and 30, and only if they can take an AR-suppressor (otherwise, they are SMGs). Some "carbines" have much higher range, and I've chosen to classify those as Assault Rifles instead. For instance, the FAL Carbine can outshoot most assault rifles, so while it is a shortened version of the FAL, I've classified it as an assault rifle.

COMMON ATTACHMENTS

All Carbines can take an AR suppressor (or no suppressor at all), which is what distinguishes many of them from SMGs. Additionally, Carbines can take a plethora of attachments, including foregrips, bipods, grippods, lasers, LAM-200s, ISM-V-IRs, and Reflex Sights. Almost all, if not all Carbines can take a 4x Scope or ACOG Combo. Like assault rifles, Carbines cannot take 10x scopes (that's reserved for sniper rifles), but many can take 7x scopes, and some Russian carbines can take an 8x PSO-3 scope.

Some Carbines, those with Picatinny rails, can take the excellent Rifle LAM or LAM-Flashlight. Older H&K carbines may be able to take the cool "Aimpoint" attachment early in the game.

Due to the variations, I'll do my best to explain what attachments the Carbine can or cannot take.

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

COOLNESS 1 AND 2

No carbines in either of these stages. Carbines only appear at Coolness 3.

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

COOLNESS 3

A Carbine suddenly appears - the KP M/31 Suomi. With a range of 20 tiles, it pretends to be an SMG but fails to take silencer attachments. Furthermore, its extremely slow speed (4 AP to draw! 7 to Fire!) makes it a completely unsuitable weapon, unless you really can't find a good SMG or Machine Pistol to replace it.

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

COOLNESS 4

With their first serious appearance, Carbines take the gold in many categories. Already, one of these rifles will OUTCLASS ALMOST ALL PISTOLS, MACHINE PISTOLS AND SMGS in everything but its loudness and size! How's that for a first impression?

Outclassed Carbines
  • MP M/31 Suomi
    • Seriously, it should've outclassed itself already.
  • AKS-74U
    • A quick carbine for sure, but its low range and lack of compatibility with western attachments renders it outclassed by such quick carbines as the Micro-Galil.
  • HK 53A3
    • MP5's don't convert well to carbine format. Despite slightly superior accuracy (+5), and burst mode (at -7 penalty), this weapon is outclassed by the M4 Commando, which is faster to draw and fire, has longer range, and better damage. The 53A3's incapability to take advanced the combo attachments ISM-V-IR and Grippod only makes it worse.
  • Micro-Galil
    • One point of accuracy more than the XM177-E1 (+4 vs +3) and slightly better Auto Penalty (-7 vs. -8) aren't enough to help this gun avoid being outclassed. It has a slow reload speed of 6 AP, a low firing rate of 3b/5AP, a lower range (25 vs. the XM177's 28) and less damage (28 vs 29). Add to this an inability to mount a bipod or a 5.56 C-Mag adapter...

Outclassed Pistols
Fortunately for the Pistol family, their introduction of the HK UCP and FN Five-seveN at Coolness 4 prevents them from going completely outclassed. These two pistols have a firing speed of 4 APs, which the carbines cannot match. However, all other pistols are utterly outclassed by the amazingly quick XM177-E1, with its supreme range, damage, and many possible attachments. Of course, its autofire capability also helps Wink
However, please note that AET ammo still makes pistols useful, and of course they are much lighter and smaller than a Carbine. However, as the variety of weapons on the battlefield shifts, it usually becomes more important to have a powerful weapon, rather than a small one.

Outclassed Machine-Pistols
Again, machine-pistols only outdo the XM177-E1 in size, weight, and loudness. Otherwise, all but the fastest (at this point, the Stechkin APS) are easily outclassed by XM177-E1, in terms of range and damage. Again, AET ammo can make a difference here.

Outclassed SMGs
Once again, SMGs are easily outclassed by the XM177-E1, and many also fail to avoid outclassing by the M4 Commando. Many offer no size advantage over these carbines, and weight is relatively similar as well. Loudness is still an issue, as both of these carbines are relatively loud. But Carbines can take a whole range of attachments that SMGs simply cannot...

Carbine, Best Speed (0 to Draw, 5 to Fire)
  • XM177-E1
    • The only remaining carbine with 0 AP to draw and 5 to fire, this weapon is easily one of the best carbines in the game, and remains the strongest contender for quite a while in the close-combat categories despite being a mid-range weapon. It could almost be considered an amazing, long-range SMG, if not for the wide array of attachments it can take.

Carbine, Best Range (30)
  • Colt M4 Commando
    • Only a tad slower than the XM177-E1, the Commando has the longest range amongst carbines (30, the limit for Carbine classification). It combines this with speedy reloading (2 AP), although its firing rate (9 AP + 3b/5AP) and low accuracy (+2) leave something to be desired. Of course, it has an amazingly wide array of attachments due to its picatinny railings, allowing the great Rifle LAM and LAM-Flashlight attachments, amongst others.

Carbine, Best Damage (31), Best Accuracy (+5)
  • AK-104
    • Classified as a Carbine due to low range (27), the AK behaves almost like a regular Assault Rifle, with good accuracy and most of all good reliability (+4!). However, it fails to impress in other categories, due mainly to being the slowest (2 to draw, 6 to fire, 10 to fire auto + 3b/5AP, 6 AP to reload). Also note that it can interchange a 4x Scope for a PSO-1, if neccesary.

Carbine, Best Attachments, Best Overall
  • HK 416 10"
    • The shortest of the 416 family, the HK is sort of a combination between the XM177-E1 and the Colt M4 Commando, taking some of the best features from both. From the M4 it takes a relatively quick firing rate (9AP + 4b/5AP), and picatinny rails (for the LAM Flashlight!). From the XM177 it takes good accuracy (+4) and the ability to attach Bipods. Unfortunately, it also takes some disadvantages from both - range and damage of the XM177 (28 and 29, respectively) and a slower draw speed of the M4 (1 AP). It is also slower to fire, at 6 AP. However, it wins for best attachments as this carbine can take ALL possible attachments to both these rifles.

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

COOLNESS 5

We get several new members in this category, but instead of surpassing older members, they simply offer more variety. There are no outclassings here.

Carbine, Best Damage (32)
  • KAC SR-47
    • This M4 Variant fires the 7.62x39mm bullets for a serious increase in accuracy (+5) and damage (32) over its 5.56mm parent. However, it pays for this in speed (2 to draw, 7 to fire, 11 to fire auto, 4 to reload). It's also exceptionally loud (80). For a stronger punch, the SR-47 is quite useful. However, with this slow speed and its carbine-like range (30), it cannot help but be outclassed by several Assault Rifles...

Carbine, Burst Mode
  • HK G36C
    • The G36C offers a burst mode of 2 bullets with a burst penalty of -6. It is also a reliable weapon (+4) and relatively accurate (+4), although it fails to surpass or match any of the other carbines in other stats. It's only here as the only burst-capable carbine so far.

Carbine, Most Quiet
  • AK-105
    • Another carbine that would've been kicked out (by the AK-104 or HK 416 10") if not for a special quality. It has the same range/damage stats as an XM177-E1 (28/29, respectively), and is as slow as an AK-104 (2 to draw, 6 to fire, 10 to fire auto + 3b/5AP). Its Auto Penalty is only -7, due to firing smaller, 5.45mm ammunition. But that also gives it a good edge, as the most silent carbine, with a loudness of 50 (comparable to most pistols and SMGs). Good for silent fire at sight-range, but useless for pretty much anything else.

Carbine, Best Caliber
  • Vikhr SR-3
    • Decidedly short-ranged (25) and extremely unstable (-11 Burst Penalty), the Vikhr is about as fast as an M4, but has one important advantage - it fires 9x39mm bullets, which normally come in SAP variety. While this is quite an advantage against armored enemies, it is the only real advantage this weapon has aside from its speed. Long reload times (6 AP) are also pretty serious, and it does not accept any of the cooler attachments (like Rifle LAM, grippod, or magazine adapters...). If you've come across a cache of 9x39mm ammo, have a go at the Vikhr. Otherwise, forget about it. Also note - the Vikhr is the lightest Carbine yet.

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

COOLNESS 6

Only one more carbine is added at this stage, and it isn't even a true carbine. It's sort of a hybrid between an SMG and a Carbine that offers a "midway point" between the two categories.

The KAC PDW would have been classified as an SMG if not for the fact that it takes an AR Suppressor. It has the SMG-like range of 18, the high damage of a carbine (30), low loudness (48) and high accuracy (+5). It's also as fast as the XM177-E1, with a draw cost of 0 and firing cost of 5. It can be considered a "Jack of all Traders" gone wrong. The KAC's only real advantage is a burst mode at -5 penalty (BEFORE attaching a foregrip!), which is pretty good. However, with such low range, it cannot really compete with the burst-capable G36C, and certainly not with trigger-group-mounted carbines. However it does offer a challenge to the AKMSU SMG which also appears at Coolness 6 - it lacks the AKMSU's range and stability (at least without a foregrip), but is almost twice as silent (BEFORE suppressor attachments) and much much quicker. A good overall weapon for night insertions, where the range of engagement is lower and silence is optimal.

Also note that the KAC PDW has an added disadvantage - it fires specialized ammunition (6x35mm) which is exceptionally rare.

In any case, the KAC PDW will be utterly outclassed by the P90 when it appears, anyway, and ultimately by the Magpul PDR.

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

COOLNESS 7

This coolness level offers no more new carbines. It concentrates instead on offering some serious Machine-Guns and Sniper-Rifles.

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

COOLNESS 8

Although battle tends to take place at longer distances now, night combat and urban engagements still require a fast weapon. And surprisingly, it will be the Carbine group that introduces the most befitting weapon in the game. Along side it will be introduced a useless weapon that would've already been outclassed in Coolness 5.

Outclassed Carbines
  • SIG SG552 Commando
    • This weapon's only "advantage" is the inclusion of a built-in flash suppressor. However, you will most likely want to install an AR-Suppressor on it anyway, so flash suppression is hardly the holy grail here. If fails to outdo any other carbine in any stat or combination of stats, and as such is outclassed by several of the existing Carbines.

Which leaves us with one mean-assed carbine/SMG hybrid, the Magpul PDR. Like the KAC PDW in Coolness 6, this weapon answers to the demands of both the SMG and Carbine categories, combining them in one kickass package. While it doesn't outclass all Carbines, it singlehandedly outclasses _ALL_ Pistols, Machine-Pistols and SMGs in the game.

Best Carbine/SMG Hybrid
Magpul PDR
Range = 27
Damage = 31
Auto Penalty = -7
Draw AP = 0 (Fastest!)
Base Firing AP = 4 (Fastest in all weapon categories!)
Auto Firing Rate = 8 AP + 3b/5AP
Accuracy = +5
Reliability = +1
Reload Rate = 6 (Slowest)
Loudness = 45, BEFORE suppression (Most silent!)
Caliber = 6x35mm, with SAP variant.

The emphasis here, of course, is on speed and silence. This makes the PDR a beautiful weapon for all close-range encounters. Of course, due to slow autofire rate and reload rate (and most of all, rare ammo), it cannot outclass the XM177-E1, but does stand proudly with the rest of the carbines, having single-handedly humiliated almost all other "lower" class weapons in the game.

There's an issue here regarding the relationship between the Magpul PDR and its SMG counterpart, the P90. Some people would argue that the P90 is also outclassed by the PDR, as it is faster, longer-ranged, and more deadly than the P90. However, the P90 has some strong advantages of its own - an amazingly fast firing rate (6 AP + 4b/5AP!), as well as extremely low auto penalty (-2!). So while the PDR can engage targets faster and at longer distances, the P90 can saturate a target with a hail of accurate bullets. One must remember however that the PDR can accept more attachments than the P90, including a reflex sight or ACOG combo that reduce its Attack APs to 3 (OMG!!!). But the P90 can take a Trigger Group to allow it to fire three rounds with -1 Burst Penalty... It's your call which one to use, but they are both extremely potent weapons, that's for sure.

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

COOLNESS 9

Right before the game ends, the Carbine group puts out one last effort, and gives us the XM-8 Compact. Unfortunately, while this weapon is pretty quick (similar to XM177-E1), it doesn't offer enough advantages to outclass anything, especially because it cannot take any suppressor (except a Flash Suppressor...).

The furious Bobby Ray's shoppers will probably also run into the OICW, a massively modified assault weapon, with a built-in grenade launcher, a nice LAM-like laser sight, and a Scope 7x. Unfortunately the weapon is unwieldy, at 3 AP to draw, although otherwise as quick as an XM177E1. Basically, if you want a grenade-launching platform, this is it, as you can comfortably fit two more attachments to it (seriously, you can only fit two more - a suppressor and a C-mag). It's your call, really.

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199406] Sat, 18 October 2008 22:07 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
MID-RANGE ASSAULT RIFLES

With the appearance of assault rifles that can fire beyond visible range, the tactics of the game change considerably. Scopes allow us to target enemies that would otherwise be untouchable, and requires us to establish firing positions rather than outmaneuver the enemy. The Assault Rifle family is probably best suited for this role, mainly because its versatile members can act at mid range and also supply firepower for closer encounters, at rather reasonable AP costs.

Assault Rifles can take a whole lot of different attachments, tailoring each rifle to a specific purpose. Even without these attachments, ARs can still effectively engage enemies at sight-range and closer, although they are less suited for this role than Carbines. Scopes are almost essential for proper AR use. For the first time, accuracy becomes very important, as it will greatly assist these rifles in aiming at their targets.

The Assault Rifle "Mid-range" category is the largest family of weapons in the game.

CATEGORY DEFINITION

Mid-range Assault Rifles are two-handed weapons with either semi-auto or burst capabilities, or both, and a range between 30 and 50 tiles (I.E. sight-range to about twice sight-range). For the most part, longer-range rifles provide better results, as variation in AP costs is often minimal. Assault Rifles with a range higher than 50 are classified differently (as "Long-Range Assault Rifles", or LRARs). They will rarely outclass the Mid-Range ARs, as they are often slower. Also, the Mid-Range ARs usually provide the greatest attachment variety. Automatic weapons with a range of 30-45 tiles that do not have semi-auto capability (I.E. "Single-shot") are classified as Machine-Guns.

COMMON ATTACHMENTS

ARs can utilize a wide variety of attachments, similar to Carbines. They cannot take a Scope 10x, but can take pretty much anything else. Again, Picatinny rails will allow the use of the Rifle LAM and LAM-Flashlight, very useful additions for engagement at sight-range, but less useful than for Carbines. Many 5.56mm ARs can also take a C-Mag adapter, to increase their magazine capacity. Furthermore, almost all ARs will enjoy the use of a foregrip, grippod or bipod, and many can be fitted with a retractable or folding stock (This would make them almost as useful, if not more useful, than some carbines).

Finally, at the early stages of the game, some H&K ARs can take an Old Aimpoing Projector, which acts as a kickass laser and increases speed.

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

COOLNESS 4

Starting up with two additions in this category, unfortunately neither of them is truly superior to the Coolness 4 Carbines. Neither is outclassed yet, as they both have the advantage of range and stability over existing carbines.

AR, Best Speed (1 to draw, 6 to fire), Best Range (32)
  • Galil SAR
    • A range of 32, an Auto Penalty of -7, and an accuracy of +4 are the only advantages for the SAR. If a couple of points of range are not that important to you, it could easily be outclassed for one of the great carbines at this stage of the game.

AR, Best Accuracy (+5), Best Attachments
  • AK-102
    • The AK-102 would've been outclassed by the Galil, if not for its ability to take Russian scopes and Kobra attachments, as well as an ISM-V-IR laser combo (though that only appears at coolness 9...). This is not going to help the rifle survive being outclassed for much longer.

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

COOLNESS 5

At this stage of the game, we're showered with an explosion of mid-range assault rifles. There are 41 different Mid-Range ARs to choose from, and the choice certainly ain't easy. In fact, most of the ARs offer at least some advantage or combination of advantages over other rifles. So much so that of the 41 rifles introduced, only 17 can truly be considered outclassed at this stage. Most are outclassed by the C7A2, although the variety of weaponry in this class means that the C7 still isn't the best rifle in the group. It's only the best at what it does, while other Mid-Range ARs can still defeat it in certain properties, such as range or speed.

Outclassed Assault-Rifles
  • AK-47
    • The AK-47 loses out to the AK-103 - they are almost exactly the same, with a difference in attachments. The AK-103 can take many different western scopes where the AK-47. Doesn't sound very important, except one of those scopes is the ACOG Combo... Also, the AK-103 can take an ISM-V-IR, and is also lighter, albeit harder to repair.
  • AKS-74
    • An AK-47 with built-in folding stock. No other improvement...
  • AKM
    • The AKM is also outclassed by the AK-103. For starters, the AKM requires a folding stock to match the AK-103's speed. Also, again, the AK-103's ability to take western attachments, makes it somewhat superior. Also add an advantage in accuracy (+4 vs the AKM's +3...).
  • AKMS
    • Simply an AKM with a built-in folding stock, it is still outclassed by the AK-103 in attachments and accuracy.
  • AK-74
    • The AK-47's bigger brother is also deposed. Compared to a Beretta AR-70/90, the AK-74 loses out mainly in Range (33 vs. 36), attachments, as well as its reload speed (6 AP vs. 2 AP). The AK-74 can only take soviet scopes, while the Beretta can take western ones including the ACOG Combo. Also, the Beretta accepts a 5.56mm C-mag adapter. The AK also fires 5.45mm bullets, which lack Match variants, and has one point less accuracy (+4 vs. +5).
  • AKS-74
    • An AK-74 with built-in folding stock. No other improvement...
  • Beretta AR-70/90
    • While the difference between the two isn't amazing, the Beretta AR-70/90 is outclassed by the HK G41A1. The G41 has a built-in burst mode, and can accept both the Old Aimpoint Projector, and later the Rifle LAM and LAM-Flashlight. However, the Beretta can fit a foregrip, but I still think the G41 wins by a small margin here. The Rifle LAM is _that_ good.
  • Valmet M76
    • A cheap AK-74 knockoff? Outclassed yet again by the AK-103.
  • QBZ-97
    • This Chinese bullpup is easily outclassed by the superior Diemaco C7A2. Out of the box, the Diemaco has both faster reload (2 AP vs. 6 AP) and better firing rate (9 AP + 4b/5AP). It is also more accurate (+5). Furthermore, when attachments are concerned, the Diemaco fully outclasses the QBZ, with 5.56mm C-Mag adapter, Rifle-LAM, ISM-V-IR and Grippod...
  • HK 416 16"
    • It was a very tough decision to outclass the HK 416 16", and to its smaller sibling no less. The difference between the 16" and the 14" is minimal - one point of range (34 vs 33, respectively). However, the 14" can take a C-Mag adapter, which I think is worth more. You decide!
  • HK 416 14"
    • Whatever you decided, the 416 series is still outclassed by the Diemaco C7A2. Despite slightly better reliability (+2 vs 0) and loudness (70 vs 77), the 416 14"'s short range (33 vs 37) means it stands no chance against the C7A2. Attachments are exactly the same, though.
  • AK-103
    • While certainly good enough to outclass all of the older AK's, the 103 is no match for a superior modern weapon such as the FN FAL OSW. The OSW has far superior range (43) and damage (35), and only pays for this with one point of accuracy (+3 vs +4) and auto penalty (-9 vs. -8). It's also hardly as reliable as the AK-103, but that really pales when range and damage are considered. Also, there's a real difference in attachments. The AK-103's ability to take soviet attachments is no match for the OSW's picatinny rails that can accomodate a Rifle-LAM, Grippod, etc.
  • FR Ordnance MC51
    • While a good rifle in its own right, the MC51 is outclassed by the FAL OSW. The main reason is a great difference in range (43 vs. 37). The MC51 does have a slightly better accuracy value (+5 vs +4) but the range difference overshadows this, as well as slight disadvantage in reliability (-2 vs 0) and auto penalty (-10 vs -9). Also, the MC51 cannot take a bipod...
  • SIG SG540
    • Bearing a close resemblence to the Diemaco C7A2, the SG540 loses out mainly on attachment ability. Without picatinny rails, it cannot take a Rifle-LAM or Grippod, making it less useful. Additionally, it has a slower reload rate (4 AP vs 2 AP). The SG540 does have slightly lower loudness (72, vs the C7A2's 77), but that's not much of an advantage.
  • Colt M4A1
    • The M4A1 is also a close contender to the C7A2, as both rifles are almost exactly the same. However, the C7A2 outclasses the M4A1 in range by 4 tiles (37 vs the M4A1's 33), and also allows a bipod.
  • INSAS
    • A nice and cheap weapon, the INSAS's lack of picatinny rails (for Rifle-LAM or Grippod attachment) is its greatest downfall. It is outclassed by the Diemaco C7A2 (yes, again) due to shorter range (36 vs 37), slower reload (4 AP vs 2 AP) and slower autofire rate (10 AP + 3b/5AP, slower than the Diemaco).
  • L85A2
    • It was a tough call, but this one loses to the C7A2 as well. The L85A2 has several disadvantages, including slow autofire rate, slightly lower accuracy, slower draw and reload times, and the inability to take a grippod or ISM-V-IR. It does surpass the Diemaco by one auto penalty point (-7 vs -8) but this is hardly enough to keep it from being outclassed.

The other 24 rifles can't outclass each other properly, due to the vast number of combinations of speed, range, damage, and accuracy involved, plus the combinations of attachments possible...

Outclassed Carbines
Some carbines fail to provide adequate value for their lower range.
  • KAC SR-47
    • Viewed in the carbine category, the KAC is pretty impressive. Unfortunately, it is slow enough to get itself outclassed by superior assault rifles, and no less than high-end assault rifles like the XCR-1 and M4A3, who outclass it severely in both range and damage, without any serious concessions. Unfortunately, both take the 6.8 SPC caliber, which isn't awfully common and doesn't have Match-grade ammo, but they improve over 3 points of damage and over 10 (!!!) points of range from the SR-47, and also allow Grippod attachments. If you're not willing to switch to 6.8mm ammo just yet, consider the G3KA4 or FAL OSW for similar results, but with 7.62x51mm ammo. They do have less accuracy though (+4 and +3, respectively), but still, what a range difference.
  • AK-104
    • Despite a 1 point accuracy advantage, the AK-104 Carbine is a poor replacement for even the AEK-973, which outclasses it considerably in range, damage, autofire rate, and even reload speed. It can also take a bipod and PSO-3 scope, nailing the coffin.
  • AK-105
    • Same story, except this one's outclassed by the AEK-971.

Outclassed SMGs

Yes, some previously-great SMGs are going to take an ass-whooping now, as they simply aren't good enough to compete with the new ARs.

    []Colt 9mm SMG
    • Having served its purpose, the Colt 9mm SMG is sadly replaced, believe it or not, by the M16A1. The A1 outclasses it in every category except Draw Speed (3 AP vs the SMG's 2 AP), but a retractable stock will fix this promptly. In return, you get a huge increase in range and damage, so it's worth it. If loudness isn't exceptionally important to you, you could even go for the Diemaco C7 instead of the 9mm SMG, as it requires no attachments to outclass the SMG. Of course, it's 27 points louder...
  • Steyr AUG PARA
    • For the same reasons as the Colt SMG, the AUG Para can also be outclassed if you don't mind using retractable stocks and/or foregrips. Again, the range and damage improvement will be vast, so this is usually quite worth it.
  • AKMSU
    • The AKMSU does contain some cool built-in attachments, like a foregrip and folding stock, but can be matched by several ARs once a foregrip is attached to them. They will then have a great range advantage over the AKMSU, which I think is worth the "waste" of one attachment slot...

Other SMGs are considerably faster than these two, and as such not easily outclassed by any ARs.


AR, Best Speed
  • Galil SAR (1 AP to draw, 6 AP to fire)
    • Still holding strong, the Galil SAR is a relatively fast weapon, and also quite stable (-7 Auto Penalty). It is one of the shortest range ARs though (32) and with a slow reload rate (6 AP). However it cannot take the fancier attachments like Rifle-LAM, and can't take an AR suppressor. If not for its range and firing stability, it would've been outclassed by one of the Carbines. You would still probably prefer a good carbine over it, like the M4 Commando or HK G36C.
  • Valmet M82 (2 AP to draw, 5 AP to fire)
    • Unremarkable in any way, the Valmet is still one of the fastest ARs to fire. Average range (35), auto firing rate (9 AP + 3b/5AP) and accuracy (+5) give it no significant advantage, and it also cannot take fancy attachments. A simple weapon, but still notable for its odd speed.

AR, Best Range (See below), Best Damage (35)
There are several Mid-Range rifles that scratch the upper range limit (45-50 tiles). From now on I'll refer to these as "High-End Assault-Rifles". Most (but not all) of them fire the 6.8x43mm SPC ammunition, which unfortunately is rather rare this early in the game, and does not have Match variants. The high-end ARs are slower and more unstable than other ARs, and are thus more suitable for beyond-sight-range sniping rather than sight-range autofire. All of these guns have a damage value of 35, and fire 3 bullets per 5 AP of autofire.
  • Steyr AUG-A3 (Range 48)
    • While it has the best range so far amongst the mid-range ARs, this weapon offers little in other respects. A slow reload speed (6 AP) doesn't help here.
  • HK G3KA4 (Range 47)
    • A good weapon if found early, the HK can support an Aimpoint Projector for increased firing accuracy, to offset its poor auto penalty (-9). Also note - it fires the 7.62x51mm caliber, which has Match-grade variants.
  • Robarms XCR-1 (Range 45)
  • Bushmaster M4A3 (Range 45)
  • Barrett M468 (Range 45)
    • These three 6.8mm SPC rifles have identical range and damage stats. They differ from one another mostly in accuracy, with the Barrett being the most accurate (+6). However, the Barrett requires a retractable stock to equal the others (due to a high draw cost of +4 without the stock), in which case it will equal the Bushmaster's accuracy but outdo it in autofire penalty (-8 vs -9). In other words, these three are practically interchangeable, so you can choose any of the three. But don't use the Barrett without a retractable stock, as it would be extremely slow.
  • FN FAL OSW (Range 43)
    • While it has the shortest range of these, it is still pretty long-ranged, and also fires the 7.62x51mm bullets that have a Match variant. Unfortunately, it is unstable (-9 autofire penalty) and isn't very accurate to boot (+4 accuracy). The caliber is probably the only real reason it hasn't been outclassed by the others.

AR, Most Quiet (50)
  • AEK-971
    • With a loudness of 50, the AEK-971 is the most quiet mid-range AR. Unfortunately, that's not much of a disadvantage, as it cannot take an AR Suppressor... It makes up for that with an unusually low auto penalty of -6, before foregrip attachments. No Picatinny rails for advanced attachments though... Basically, this rifle is only good for the early stages. It'll be outclassed pretty quickly once you get some good attachments.
  • M16A1
  • M16A4
    • Both these weapons have a loudness of 55. Unlike the AEK, that's not the only reason they're not outclassed yet. They can take AR-Suppressors, making them the de-facto quietest ARs in this category. If you're not very keen on loudness, you can outclass these for superior weapons like the C7. Note that both rifles require a retractable stock to lower their Draw speed to 2 AP, otherwise they're a bit slow. The M16A4 has a range superiority (37 to 35) but lower damage (30 to 31). It also has burst capability, but no autofire, where the M16A1 has the opposite (autofire but not burst). The M16A4 is also slightly more compatible with attachments, and can take a grippod and ISM-V-IR.

AR, Best Built-In Attachments
Basically, ARs can take a large assortment of attachments, and usually this means that you'll run out of space on a weapon, so built-in attachments can be a good advantage. However, most weapons pay a certain price for their built-in attachments, and so aren't spectacular, and don't really outclass anything.
  • Groza OC-14
    • The first weapon to come with a built-in grenade launcher. Can fire those devastating russian grenades. Not a great weapon though, unstable (-9 autofire penalty) and slow (10 AP to autofire + 3b/5AP, 6 AP to reload, and the standard bullpup 3 AP to draw, 6 to fire). It's also not remarkably accurate (+4) and takes a rather limited number of attachments. If you've got a separate GL and somewhere to put it, dispose of this rifle.
  • AMD-65M
    • This AK is a slow weapon and will require a folding stock to match some other AK's, but has a built-in foregrip. This means that you're not really saving space... But still, a rather accurate autofiring weapon (-3 auto penalty) for the very early stage.

AR, Best Attachments
  • Diemaco C7A2
    • This is a great rifle, and probably the best overall AR at this coolness level, as it combines some of the best features of other rifles, and as a bonus can also take the widest array of attachments. The C7A2 has a range of 37, and a firing speed of 2 AP to draw, 6 to Fire. This is common to many weapons, but the C7 also has good auto penalty (-8), fast autofire rate (9 AP + 4b/5AP), fast reload (2 AP), and good accuracy (+4 with built-in folding stock). Its array of attachments includes the Rifle-LAM, LAM-Flashlight, Grippod, ISM-V-IR, AR Suppressor, Scope 4xCombo, and a C-Mag adapter, amongst all other common AR attachments. It can also take a Trigger Group for burst fire capability. Overall, a great rifle for use with a 4x scope and engagement at sight-range and beyond. No wonder it outclassed so many other rifles.

Almost outclassed...
This leaves 8 rifles that have yet to be outclassed. Each of these rifles has a slight advantage or combination of advantages that keeps it useful. I'll leave it up to you to figure out why these rifles haven't been outclassed yet, but I'll just say that personally I would've outclassed all of them as their advantages don't seem so great to me. But that really depends on what you're looking for in a rifle...
  • AK-107
  • Steyr AUG-A2
  • FAMAS G2
  • SAR 21
  • AK-108
  • AEK-973
  • FN FNC
  • SA vz.58

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COOLNESS 6

With the first appearance of machine guns, the previous AR explosion dies down, although some of the ARs introduced now are pretty cool anyway. However, these weapons mostly fail to outclass anything.

Outclassed ARs
  • HK G36K RAS
    • It offers no advantage over the G36 RAS, except an obvious weight difference. The G36 RAS outweighs it in range, and can fit a bipod.

Outclassed ARs... but just barely
  • FN FAL OSW
    • Outranged by the HK 417, which also has higher reliability and accuracy. However, the 417 is slightly longer (fits only into a backpack or sling slot) and slightly louder (85 vs 80). I think those aren't good enough reasons to give up range and accuracy though.
  • AK-102
    • Outclassed by the Ares Shrike, but again, just barely. The Shrike loses out in Auto Penalty (-8 vs -7), is less reliable, and has one less point of accuracy. However, its great autofire speed makes up for this, as does its high magazine capacity (100 bullets...). Furthermore, while the AK can take russian attachments, the Shrike has picatinny rails and can thus take the Rifle-LAM and Flashlight, Grippod, and bipod.

AR, Best Burst, Best Burst Penalty (-1), Best Accuracy (+8)
  • AN-94 Abakan
    • The Abakan is short-ranged and pretty slow in autofire, plus requires a folding stock to reach acceptable speed. However, it does have three extremely important features. The first is its amazingly quick and accurate burstfire, with 7 AP to fire two bullets at -1 burst penalty. Furthermore, it has a base accuracy of +8 (highest for ARs!) which will drop to +7 with the folding stock (still highest!!). Thirdly, it is the quietest of all ARs at this point, at 40 loudness, and can still take an AR suppressor to get this down to 18. Its only serios drawback is its caliber - 5.45mm ammo which has no Match variant... It is also slow to reload, at 6 AP.

Other mentionable ARs
Again, several ARs have been added this coolness level, but they don't seriously outclass anything, rather they add new sets and combinations of advantages which may suit different styles of play, or specific deficiency in attachments. They are still worth mention though.

  • HK 417
    • A great rifle, and a great addition to the high-end ARs. With a range of 46, it can outclass several rifles such as the XCR-1, the M468, and the M4A3. This is also due to its caliber, 7.62x51mm, which is more common than the 6.8mm SPC used in those rifles, and allows the Match variant to increase range. However, it has less capacity for bullets (20, as all 7.62mm ARs). So it's really a choice of calibers more than anything else. Note that it DOES completely outclass the FN FAL OSW, although the FAL is small enough to fit in a Combat Pack slot. Not significant for those using the Old Inventory system.
  • Ares Shrike
    • The advent of machine guns in coolness 6 also gives us this great AR/MG hybrid (or "HBAR", for Heavy-Barrel Assault-Rifle). I still consider it an AR because of its range as well as its ability to fire single shots. The Ares is not an impressive AR, with a range of 34 and damage of 30, making it pretty average. It also cannot take an AR suppressor, and its accuracy is pretty average too (+5). It's slow to reload as well (6 AP), but all this is insignificant because the Ares can fire a ton of bullets, at 9 AP + 5b/5AP for autofire. Combined with a built-in belt-fed magazine (100 bullets), the Ares is quite a formidable weapon. Picatinny rails finish up the job, allowing the Shrike to carry a Rifle-LAM and other high-end attachments.
  • Tavor TAR 21
    • Ahhhh, home-brew. Comparable to other bullpup rifles such as the SAR 21 (haha) and AUG-A2, the TAR 21 provides a higher Autofire rate of 9 AP + 4b/5AP. It pays for this with a slightly higher auto penalty (-8). Its rate of fire isn't as high as that of the FAMAS, but it does have picatinny rails to allow Rifle-LAM and other goodies.
  • Groza OC-14-4A-01
    • A long and complicated name doesn't make this a good rifle. While it does have interesting stats, range of 35 and damage 33, it's about as slow as the Range-45 weapons. Its only real advantages and raison-d'etre are a low Auto-Penalty of -5 given by its built-in foregrip, and a caliber that comes in SAP. As the first AR to appear with SAP ammo, it may be useful for a while.
  • HK G36 RAS
    • Losing to the HK 416 20" in range, autofire rate, reload cost and loudness, these concessions are relatively slim. The only things that keep the G36 RAS useful over the 416 20" are its attachments. It can take a C-Mag adapter, and most importantly, can be quickly fitted with an optics kit to make a "regular" G36, with built-in scope. Saved by versatility!
  • SIG SG550
    • Finally, a SIG Assault Rifle survives the selection process, although not impressively. At its speed category (2 to draw, 6 to fire), it has the longest range (38), and a point more damage than most rifles (31). It also has a built-in flash suppressor, although you'll probably want to fit it with an AR-Suppressor at some point. Otherwise, nothing to write home about.

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COOLNESS 7

The AR family isn't going to offer us any serious outclassings at Coolness 7. And I'll let you in on a little secret - it's not going to get much better either. But variety is the key here, and there's certainly more variety coming!

Outclassed ARs
  • HK G36K
    • Outclassed by the G36 due to higher range and no bipod compatibility. The G36K offers no advantage to compensate.
  • HK G41A2
    • The advent of the HK MG36 RAS renders this weapon obsolete... Mostly. The MG36 can be described as a G41A1 with built-in retractable-stock and C-Mag Adapter. This leaves the G41A2 with two advantages - faster reload rates, and the ability to take an Aimpoint Projector. Seriously though, neither of those advantages are meaningful, and add to that the MG36's reduced weight!
  • SIG SG551 SWAT
    • It was obvious that this weapon is outclassed by something, but it took me a little time to find out what. Eventually, it turns out that the Diemaco C7A2 comes back with a vengeance to kick this new weapon out of the charts. The SIG SG551 SWAT has a lower range (33 vs the C7's 36), lower rate of fire (10 AP + 3b/5AP), and longer reload time (4 AP vs. 2 AP). While it DOES have a built-in flash suppressor, who cares? Can't even fit a grippod!

Mentionable New Additions

  • AS Val
    • In its own right, a rather lousy rifle. A huge auto penalty (-11) and similar AP costs to a high-end AR (2 to draw, 7 to fire) with low range (32) may sound daunting. But the VAL's secret is an extremely powerful silencer built into the gun. Straight out of the box, this weapon has a loudness of 9, rivalling some of the best SMGs in the business. Absolutely great for nighttime combat, although much slower than SMGs, this rifle serves as a covert assault weapon. However, because of the high penalty to autofire, you may prefer using a silenced sniper rifle instead (like the VSS Vintores, et al). Keep in mind though, a foregrip attachment will reduce the autofire penalty, and this weapon can accept a trigger group as well. The choice of scopes is poor though, it can only take a PSO-1. As a bonus, this weapon fires the 9x39mm SAP ammo.
  • HK 23E
    • Yet another HBAR (Heavy-Barrel Assault-Rifle), the HK 23E has a built-in trigger group for a 3-round burst at -6 burst penalty. Its autofire rate isn't as great as the Shrike's, but with slightly better range (36 vs 34). Unfortunately, the HK23E has a lousy draw speed of 5 AP, making it the slowest AR yet, and with no option for a folding/retractable stock. You may want to pass on this one, especially if you have a Shrike. Also, the FAMAS is a good alternative to this weapon, despite lower magazine capacity.
  • HK G36
    • This is a G36 RAS with built-in ACOG 4x Combo. This makes the weapon quicker and gives it an aiming bonus, without "Wasting" any attachment slots. However, it also RESTRICTS many attachments in the process by removing the Picatinny rails... So it doesn't really help. The idea of course is that with a special kit you can convert between this weapon and the G36 RAS at will, so basically if you don't have a Scope 4x Combo (or a Scope 4x + Reflex Sight) you can convert the G36 RAS to the regular G36. Overall, a poor man's option, but still an option...
  • HK MG36,
  • HK MG36 RAS
      This weapon is basically a G41A2 with built-in C-Mag Adapter and Retractable Stock, and is also somewhat lighter. As an HBAR, it isn't particularly impressive (relatively slow autofire rate, compared to other HBARs), but it is far speedier than the aging HK 23E. It has a slight range advantage over the Ares Shrike and can take an AR-Suppressor and fit in a combat pack slot. Overall, a great HBAR/AR hybrid. Note that the "regular" MG36 is the same thing with a built-in 4x Combo scope. See the notes above about the G36.
  • RPK-74
    • This Mad Russian's advantages aren't readily apparent, as it seems like a relatively average weapon. With a speed of 2 AP to draw, 6 to Fire it surpasses the SG550 as the longest-ranged AR in this speed category (Range 40). Other than that, it is relatively slow in autofire (10 AP + 3b/5AP) and only slightly more stable than most rifles (-7 Auto Penalty). However, it has a great advantage over most rifles - its "average" speed is BEFORE taking a folding stock. With the folding stock, it joins the Galil SAR as one of the fastest ARs in the game. This is mitigated somewhat by the inability to take a serious scope - it can only be fitted with a PSO-1 or Scope 2x. This is generally enough to make it a menacing HBAR for engaging enemies at sight-range, and it CAN take a LAM-Flashlight, foregrip, and reflex sight (or Kobra!) to enhance its performance. It pays for all this, mainly, with a smaller magazine of only 45 bullets. But this is a large HBAR, and only fits in a backpack or sling slot (not relevant for OIV users).
  • Steyr AUG HBAR
    • A spiritual counterpart to the RPK-74. This is another "almost AR" HBAR. It has the same range (40) and damage (31) as the RPK-74, and a similar magazine capacity (42 bullets). Firing speed is the same (6 AP) and so is autofire rate (10 AP + 3b/5AP). However, the two weapons diverge in different directions. If the RPK-74 was a faster machine (with 1 AP to draw, after a folding stock is attached), the Steyr is a stable firing platform. It has an auto penalty of -2 due to a built-in Grippod (that's a +7 bipod bonus too). This comes at the cost of draw speed, as the AUG HBAR has an unmodifiable draw speed of 3 AP. Of course, there's also a difference in attachments - the HBAR can fit a Trigger group and a 4x Combo Scope, but not the Rifle-LAM. The RPK is opposite, and can't fit any foregrip to match the HBAR's burst penalty. Finally the HBAR's caliber (5.56mm) allows it access to Match ammo, unlike the RPK-74. So you can say the two are complementary to each other in terms of capabilities.

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COOLNESS 8

We meet 5 new ARs in this coolness level. One gets outclassed straight away. Unfortunate, but we're going to see some improvement in Coolness 9, so keep your pants on.

Outclassed AR's
  • VSk-94
    • Fully outclassed by the VSS Vintorez, in range, accuracy, and damage. It's even heavier. Its description says "Cheaper, lower quality cousin of the VSS Vintorez". You got that right!!

Other mentionables
  • HK G11
    • If not for its unique caliber, the G11 would've outclassed a couple of rifles straight away. It has comparable stats to the AUG HBAR, with a range of 40, damage 30, draw cost 3 AP, firing cost 6 AP, and an auto fire rate of 10 AP + 3b/5AP. It's a tad faster to reload (4 AP), assuming you can find the bullets (4.7mm... SAP!). Its greatest advantage however is the inclusion of a suberb Burst Fire mode of 3 bullets with -1 Burst Penalty! That's the G11's trademark, after all. It is somewhat limited in attachments though, and cannot take more than the basic AR attachments like a Scope 7x, Scope 4x combo, bipod, etc. Great if you can find the ammo, otherwise... not so great.
  • FN 2000
    • Another unremarkable rifle saved by the fact that it has a built-in grenade launcher. So I guess it's only good if you haven't found a mountable grenade launcher yet... No Picatinny rails...
  • RPK
    • Another counterpart to the RPK-74, this older version is slightly different, and in my opinion inferior. It has a higher firing cost (7 AP) and a lower autofire rate (11 AP + 3b/5AP), and is also a bit less stable (-8 auto penalty). Its main advantage is a damage value of 33 (Compared to 31 for the RPK-74). It can't fit a Rifle-LAM, but can fit a foregrip for added stability. It also fires the 7.62x39mm caliber, allowing for match ammo to be used (with a 100 bullet magazine capacity!). So all in all, another alternative in the HBAR category, but nothing truly impressive.
  • VSS Vintorez
    • If I didn't know better, I'd outclass the AS Val for this rifle, but I won't. The Vintorez is a slightly-slower variety of the AS Val, with higher Draw Cost (3 AP vs 2 AP). However it makes up for this with a lot of improvements. It has higher range (40 vs 32), higher accuracy (+7 vs +6), and can take both a PSO-3 scope and a bipod. A great variant for night-time sniping, and the Val doesn't really offer much advantage in speed anyway. So outclass the Val if this sounds good to you.

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COOLNESS 9

Modern times have rolled in, and this category presents us with a great conundrum - Customizable weaponry. We'll save that for later - in the meanwhile we have some fixed-geometry weapons to consider.

Outclassed AR's
  • XM-8 Baseline Carbine
  • XM-8 Automatic
    • A pitiful attempt at riflemaking, both XM-8s roll in one door and out the other. Neither of these XM-8s surpass the C7A2, with their lower autofire rates (10AP + 3b/5AP? C'mon), or even the HK 416 20". Their inability to take a Rifle-LAM or Grippod hurts the most. The automatic does have a higher magazine capacity... but nothing a C-Mag can't fix.

Mentionables
  • XM-8 Sharpshooter
    • This XM-8 is actually useful. With a speed of 2 AP to draw and 6 to Fire, and a range of 40, this weapon matches the RPK-74 and G11. It doesn't offer much improvement over either of them, except for one important attachment - the XM-8 Sharpshooter is the only AR that can take a Scope 10x. A very odd choice, as the range of this AR doesn't come close to the effective range of the scope. However, this makes it the fastest sniper rifle in the game, and within its range it can blow heads off quickly and accurately. An interesting point to consider when you outfit your soldiers for the rush at Meduna. Think about it.
  • AICW
    • A longer-ranged version of the OICW, this weapon comes with a fixed Grenade Launcher. It lacks the OICW's burst fire, built-in scope and laser, but has a built-in foregrip and can fit a wider (not much wider) range of attachments. Of course, if you're going to use that GL, you'll be limited to only two attachments anyway, but at least it's not just a suppressor and C-mag - you can actually fit a reflex sight on this thing. Not a great weapon for people who like customizing their own stuff, but still quicker than most bullpup rifles.

Customizeable Weaponry - the SCAR-L and SCAR-H

This pair of buggers has given me quite a headache. That's because each of them isn't just a single rifle, but actually four rifles rolled into one. As long as you've got access to their conversion kits, you can come up with 8 variants out of these two rifles. Therefore, I'll have to consider all 8 variants. But remember - if you haven't got the conversion kits, don't bother, the basic variants suck.

Outclassed SCAR variants

  • FN SCAR-L CQC
    • This is actually a carbine, and I'll outclass it as such. It cannot be compared to the M4 Commando, not in range, damage, autofire rate, and certainly not in speed.
  • FN SCAR-H CQC
    • Outmatched by exactly 6 points of range by the HK 417. Of course, the 417 can only fit in a backpack or sling slot, although OIV users will not care about that...
  • FN SCAR-WP CQC
    • This is a SCAR-H CQC converted to use the 7.62x39mm caliber. Unfortunately, the SCAR-H CQC actually outclasses its own variant. In fact, a lot of other weapons outclass it too.
  • FN SCAR-WP SV
    • The sniper variant of the SCAR-WP. Suffers from the same problem as the CQC variant - low speed with little gain. The HK 417 outclasses this, as does the SCAR-H CQC.

ARs outclassed by SCAR variants
  • Barrett M368
  • Bushmaster M4A3
  • Robarms XCR-1
    • All three of these 6.8mm SPC rifles are inferior to the SCAR-68 SV (the sniper variant of the SCAR-H CQC chambered for the 6.8mm round). It outdoes them in range without any concessions. Again, the 6.8mm caliber does not offer Match or Tracer variant, making it a bit less useful than the HK 417 or HK G4KA3 despite a small range difference. The 6.8mm SPC AUG-A3 also survives this bit, as it is slightly faster to fire than the SCAR, but also slightly slower to draw.
  • SAR 21
    • The SCAR-L SV (Sniper variant of the SCAR-L) outclasses the SAR-21, but only marginally. The SCAR has a slightly higher range (38 vs 37), and has better draw speed (2 AP vs 3 AP), while giving up a point of auto penalty (-8 vs -7). However, the SCAR-L can also mount a grippod, which will give it the ultimate edge over the SAR.

Other notable SCAR variants
  • SCAR-H SV
    • This weapon, chambered for the 7.62x51mm round, is actually an LRAR (Long Range Assault Rifle). It'll be compared in the appropriate article.
  • SCAR-68 CQC
    • A 2-to-draw, 6-to-fire weapon, the 68 CQC has an interesting range (33) and Damage (34) combination. While it doesn't directly outclass anything, especially due to its limited caliber, it does offer some variety.

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199407] Sat, 18 October 2008 22:07 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
LONG-RANGE ASSAULT RIFLES

From around the middle portion of the game, we see the appearance of several assault rifles in 7.62x51mm caliber that have an exceptionally longer range than other assault rifles. These are the LRARs - Long-Range Assault Rifles. They basically offer us a bridge between Assault Rifles and Sniper Rifles, while still supporting a (slow) autofire and/or burst mode. While they cannot fit a sniper scope (10x), a Scope 7x installed on these rifles can make them pretty accurate and deadly at ranges well beyond sightrange. They're great for mercs with low marksmanship, and also good in the hands of a trained merc.

This is a very small group of firearms. It contains only about a dozen rifles.

CATEGORY DEFINITION

An LRAR is a two-handed weapon capable of burst or autofire, with a range over 50 tiles. As a general rule of thumb, these rifles are all chambered for the 7.62x51mm round, which also gives them the ability to use Match ammo to further increase their range. Their AP costs to fire, as well as their auto-firing rate, are usually the same. They differ in range, damage, and most importantly the attachments they can take.

COMMON ATTACHMENTS

Like mid-range assault rifles, the LRARs are usually not very limited in attachments. However, the earlier ones don't often take the more advances attachments. Their range usually makes up for this - the Rifle-LAM doesn't even take effect at such extreme ranges, anyway.

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COOLNESS 5

Only two LRARs appears at this stage, and already they boosts range to over a dozen tiles more than available ARs.

  • FN FAL Carbine
    • While called a "Carbine", this weapon outranges all other automatic rifles at this point. With a range of 56 tiles, it can effectively engage targets well beyond sightrange, provided a 7x Scope can be found. It's not directly superior to the G3KA4 or FAL OSW because it can't take a Rifle-LAM. But at the ranges to which it can shoot, the LAM isn't even effective. Also note that at this point the FAL Carbine has the highest Damage of all ARs, at 36. It will require a folding stock to match other ARs in drawing speed (current 3 AP), and has the characteristically slow autofire rate of LRARs, at 11 AP + 3b/5AP. It's also not very stable (-4 Auto penalty) and is pretty loud (85 Loudness).
  • HK G3A3
    • At first glance, this rifle may appear to be a waste of time. It has one point more range than the FAL Carbine (57 vs. 56), but pays for that with a ridiculously slow firing rate (4 AP to draw, 8 to fire, 12 to fire auto + 3b/5AP). That makes it the slowest Assault Rifle yet. Don't be so quick to dump it though. Firstly, the Draw AP's can be corrected with a retractable stock. Second, it is one of the few rifles that can take an Aimpoint Projector (a powerful laser and reflex sight combo). It can also take a Rifle LAM instead of the aimpoint, for accurate sight-range engagements. Still, its slow attack rate doesn't make it very desirable.

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COOLNESS 6

Five new LRARs are introduced.

Outclassed LRARs
  • CETME Modelo C
    • A 1-point advantage over the FAL Carbine is not enough, since this weapon fires slower (8 AP to fire, 12 to fire auto!). Just like the FAL Carbine, it requires a retractable stock to achieve decent draw speed, but its slow firing speed makes it pointless.
  • FN FAL
    • The FAL is a useful rifle, but nonetheless outclassed by the Galil AR. The Galil comes with a built in stock, which will save you some scrounging, but also has a higher firing rate than the FAL (10 AP + 4b/5AP). Finally, the Galil can take a foregrip to stabilitize its autofire, while the FAL cannot.
  • FN FAL Carbine
    • Fully outclassed by the new SIG SG542. The SIG outmatches the FAL Carbine in range (58 vs 56) and autofire rate (it has 10AP+4b/5AP, like the Galil). The only concession is that the SIG cannot take an ISM-V-IR, but that attachment is only useful at short range, anyway - not so useful for LRARs.
  • M14
    • (Please read this thoroughly). The M14 is a relatively poor addition to the group. Out of the box, it has a poor draw speed (4 AP), although can take a folding stock to correct this. While it does have one point more range than the FAL and Galil, it does nothing to offset this. HOWEVER, the M14 can later be "corrected" with the addition of an EBR stock. That'll turn it into the M14 EBR, a formidable weapon. Read more in Coolness 7.

So basically, we're left with the Galil AR and the SIG SG542. Two very different weapons, really. The Galil has a somewhat higher range factor (63), and also comes with a built-in folding stock, but has a slower reload rate (6 AP vs. the FAL's 4 AP). However the SIG's low range (56) still remains useful, because it can take an AR suppressor for quiet, long-range shooting. This is certainly an advantage, as semi-automatic sniper rifles (and sniper suppressors) are not yet available.
We've also got the G3A3, left over from the last coolness category due to its ability to take the Rifle-LAM or LAM-Flashlight, and a Grippod. It is still very slow compared to the other two, and so may better be replaced by some of the cool Assault Rifles appearing at coolness 6. Remember though, it still holds a great range advantage over any of the mid-range ARs.

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

COOLNESS 7

While no LRARs appear in this category, there's still one surprise. The EBR stock is made available at Bobby Ray's now, and can be fitted to the M14. This will give it several advantages, and the M14 EBR is an important member of the LRAR family.

With the EBR Stock installed, the M14 can take a Rifle-LAM and a Grippod, outclassing the G3A3 by better firing rate and higher range. Also note that the M14 EBR takes a retractable stock instead of a folding stock (It's practically required though - its draw AP cost is 4...). It has the same stats as the Galil AR, albeit with lower firing rate. Basically, the M14 EBR is an LRAR capable of engaging at sight-range as well as beyond, once a rifle-lam is installed. With a grippod, it becomes a great long-range autofiring platform, although it cannot take a Trigger Group.

However, if you can only afford one EBR stock, it may be a better idea to save it for the M21...

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

COOLNESS 8

Just one more entrant here, an HK 21E.

  • HK 21E
    • This is an LRAR/Machine-Gun hybrid, but not particularily good at either role. The HK 21E matches the M14 EBR's range (64) and damage (37), while offering an autofire rate comparable to the Galil AR or SIG SG542 (10 AP + 4b/5AP). It has a 3-round burst at 10 AP with -7 auto penalty. However, all this amounts to very little, because the HK21E's draw cost is 5 AP, making it extremely slow to ready. This cannot be repaired with any folding/retractable stock. Perhaps its true advantage is that it's the only LRAR that can hold a belt-fed magazine (200 bullets!), but naturally this also makes it extremely heavy (9.3kg when empty!). A formidable machine gun, and yet somewhat disappointing overall. If you're the kind of player that loves firing lots of bullets, a "true" LMG (Like might be better for you, and if you like sniping accurately then go for a "true" LRAR or even sniper rifle instead. The HK 21E is nothing more than a bridge between these two extremes.

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

COOLNESS 9

The LRARs actually come back with two GOOD additions, right before the end of the game. These are the SCAR-H SV variant, a weapon created by converting a SCAR-H CQC, and a sci-fi weapon called the Steyr ACR which fires, well, darts!

  • SCAR-H SV
    • The SCAR-H SV actually outclasses a couple of LRARs. It has the longest range (67) in the group, and comes out of the box with a built-in folding stock. It's also quite accurate despite the stock (+5), although it has a low firing rate. Its real advantage is in attachments though - it's the longest-ranged weapon that can take an AR-Suppressor, and can also fit a Rifle-LAM and foregrip due to its picatinny rails. It outclasses the M14 EBR directly, and if you're not big on long-range autofire you can forget about the SG542 as well (the SIG has a slightly higher firing rate). The Galil AR remains useful though, almost matching the SCAR's range, but with a higher firing rate. It's much less compatible with attachments though...
  • Steyr ACR
    • The Steyr ACR is the first and only LRAR that can fire SAP rounds (in the form of "fin-stabilized darts"). It's not remarkable in performance, with 60 range, 32 damage, and +6 accuracy. Its draw cost and firing speed are equivalent to a bullpup assault rifle (3 and 6, respectively), and it can fire a burst of three darts for 7 AP, at a burst penalty of -7. So basically, it's useful at this stage of the game because enemies wear heavy armor (remember, SAP ammo).


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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199408] Sat, 18 October 2008 22:07 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
MACHINE-GUNS

The game contains about a dozen or so Machine Guns - fully automatic weapons with large magazine capacity, designed to apply massive firepower rather than percise shots. While machine guns aren't as useful as they would be in real life, some players have found creative ways to use them.

The biggest drawbacks of machine guns are weight (can be over 10kg empty!) and draw speed (around 5 or 6 AP, for most MGs). This is why they are best used when already prepared and lying down - in which case they can start raining lots of fire before they have to reload. Unfortunately, they often have relatively low rates of fire, so it will actually take them longer to fire the same amount of bullets as an assault rifle. The rule of thumb is - if you find that you keep reloading in combat, use a Machine Gun. Otherwise, stick with assault rifles - they have the advantage of aimed-shots, and can usually take much better attachments. Naturally, many rifles can also accept magazine enhancing attachments, so always consider those before switching to a Machine Gun.

CATEGORY DEFINITION

A Machine Gun is any two-handed weapon that can only fire on full-auto (I.E., no single-shot mode), and is not an SMG. Most of these weapons are akin to Assault Rifles in range and damage, but surpass them in either magazine capacity, rate of fire, or both. Some Machine Guns have similar range to LRARs.

COMMON ATTACHMENTS

The Machine Gun category is pretty wide, so attachments vary based on the size and range of the weapon, as well as its origin (I.E. Soviet vs. NATO...)

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

COOLNESS 6

Two Machine-Guns appear at this coolness stage: the CETME Ameli and the Browning M1919 A6. Unfortunately, the Ameli is outclassed immediately by the FAMAS G2. The M1919 does remain somewhat useful though. Here are the stats:

CETME Ameli
Range = 36
Damage = 30
Auto Penalty = -7
Auto Firing Rate = 9 AP + 5b/5AP
Accuracy = +5
Draw Cost = 5
Reload Cost = 6 AP
Caliber = 200 rounds of 5.56mm

The CETME has a good firing rate, but that's matched by the FAMAS G2. The FAMAS also outranges the Ameli by one point (37, vs the Ameli's 36). The slow draw cost of 5 AP is a serious hindrance (compared to the FAMAS' 3 AP), and the FAMAS can take a C-mag upgrade to hold a larger magazine of similar caliber. To make matters even worse, the FAMAS can take a suppressor as well as a 7x Scope (the Ameli obviously can't use scopes at all...). If anything, the Ameli's only advantage is its ability to mount a bipod.

Browning M1919 A6
Range = 67
Damage = 38
Auto Penalty = -7
Auto Firing Rate = 12 AP + 2b/5AP (Worst firing rate in the game?)
Accuracy = +5
Draw Cost = 6 AP
Reload Cost = 4 AP
Caliber = 100 rounds of 7.62x51mm

The Browning has a range comparable to LRARs, which gives it a certain edge - none of the LRARs can be outfitted with any sort of attachment to increase magazine size, so the Browning has at least that advantage. However, it is extremely slow, and will also fire those bullets at the worst possible rate. A lack of single-shot mode means that it really doesn't have much of an advantage over the SIG SG542 or Galil AR. To make matters infinitely worse for the M1919, its weight is abbhorrid - 14.7kg when empty!! I think all this means that there's really no reason to keep it.

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

COOLNESS 7

Again, only one gun appears here. It's not much better than the Ameli, but does it survive being outclassed by the FAMAS? I'd say yes.

FN Minimi (AKA M-249 SAW)
Range = 36
Damage = 30
Auto Penalty = -7
Auto Firing Rate = 10 AP + 5b/5AP
Accuracy = +6
Draw Cost = 5 AP
Reload Cost = 6 AP
Caliber = 200 bullets of 5.56mm

This doesn't look much better than the Ameli, but the difference is in the attachments. The Minimi can take a Rifle-LAM, Grippod, and even a retractable stock to cut its draw cost to 3 AP (same as the FAMAS). So while it fires a bit slower than the FAMAS, this weapon has enough advantage to keep it useful. Note however that it'll be a good idea to compare it to the Ares Shrike - a similar weapon with even lower draw cost (2 AP) but less accuracy (+5), less range (34) and more auto penalty (+8). Of course, both the Shrike and the FAMAS have that special edge of being able to fire single, accurate shots, while all the minimi can do it waste more bullets...

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

COOLNESS 8

At last, four MGs are added now. At least there's some stuff to compare. Unfortunately... you guessed it... they all get outclassed immediately. What's with this group?!

Outclassed Machine-Guns
  • FN Minimi SPW
    • Supposedly an attempt to make the Minimi faster (2 AP to draw) at the cost of firing rate (10 AP + 3b/5AP... lousy). Also, reduced range puts it in the Ares Shrike's range category, where the Shrike completely outdoes it in auto firing rate, and also allows accurate single-shots for good versatility. The minimi SPW does have slightly better accuracy (+6 vs +5), but without single-shot mode this has very little effect (a CTH increase of 1 point... geez). It also has a slightly lower auto penalty than the Shrike (-7 vs -8), but again, that's really not enough to keep it in the game. Personally, I'd even stick with the regular Minimi, if it came to that.
  • Rheinmetall MG3
    • This machine gun is based on higher range (63) and damage (37), like an LRAR. In that category, it would have the fastest firing rate (10 AP + 5b/5AP). However, an extremely high draw cost (6 AP!) renders it almost useless. If you find yourself using suppression fire far beyond sightrange, you can use the MG3. Otherwise, forget it - LRARs are more accurate and more useful, although none have the MG3's magazine capacity.
  • RPD
    • Another strange weapon, its main advantage is a high damage value (33). It has a range of 37, and a draw cost of 4 which can be reduced to 2 AP with a folding stock. AP to reload is relatively low at least (4 AP). Its auto penalty is a regular -8, and its firing rate an unamazing 10 AP + 3b/5AP. Forget this weapon and get yourself a G3KA4, or somesuch high-damage AR. There are even some low-damage ARs that function better, particularily an AUG HBAR.
  • Ultimax
    • I don't know what's so ultimate about this machine gun. It is has an extremely low auto penalty (-2), but also an extremely low rate of fire (12 AP + 2b/5AP! WTF!). It does come with a built-in bipod, and can be given a retractable stock to achieve a draw cost of 2 AP. However, that only brings it up to speed with most Assault Rifles. So basically, all the Ultimax does is save some space for attachments (consider it having a built-in grippod and c-mag), but seeing as it can only mount a laser and reflex sight anyway, there isn't much use for saving space. Use an AUG HBAR, or any other HBAR for that matter.

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

COOLNESS 9

The MG category has one last chance to bring a change. Will it succeed? In short, no. At least not in my opinion, or until suppression fire is thoroughly revamped. But I've chosen not to outclass any of these MGs, for several reasons. All MGs appearing at this coolness level are comparable to LRARs in range and damage values. While they are slow to draw and have a low autofire rate, their primary advantage is magazine capacity, as LRARs cannot be upgraded with any magazine-increasing attachments.

New Machine-Guns
  • Pecheneg
    • This Machine Gun is similar to an HK 21E... But without the single-shot capability. The Pecheneg also has slower rate of fire (11 AP + 3b/5AP, while the 21E has 10 AP + 4b/5AP), and is a couple of point shorter in range than the HK 21E (60 vs 64). Due to its sniper-rifle caliber (7.62x54R), the Pecheneg has a slightly better damage damage value (39 vs 37) and faster reload speed (4 AP vs. 6 AP). In my opinion not a good reason to give up single-shot mode, but it's too close to call. Note that like the HK 21E, the Pecheneg is also extremely heavy (8.2kg empty!)
  • PKM
    • Exactly the same as the Pecheneg, the PKM's difference is in attachments - it can take a folding stock to reduce draw time to 3 AP, but loses the ability to mount a foregrip for reduced autofire penalty. While this boosts its draw speed close to LRARs, it still has lower range and autofire speed than an SG542, and lacks the attachment compatibility of the M14 EBR. Still, like the Pecheneg, it has higher damage value (39 vs. the common 37), and of course a higher magazine capacity. So again, if damage and capacity are important to you, and weight isn't an issue (the PKM is 9kg empty!), consider this machine gun for a supportive role.
  • M60E3
    • This machine gun can be called an HK 21E with built-in grippod. It has an auto penalty of -3 and bipod bonus of +7, and is also a bit faster to draw than the HK 21E (4 AP vs 5 AP). However, firing rate again is lower (11 AP + 3b/5AP). The M60E3 fires 7.62x51mm rounds just like the HK 21E. So the M60E3 offers a stable firing platform, but gives up firing rate. Again, I'll refrain from making a judgement in this case, as the advantages and disadvantages are simply too difficult to compare.

There is one machine gun that truly does have a good reason to survive outclassing. The FN MAG's stats are almost exactly the same as the HK 21E, with a twist.

FN MAG
Range = 63
Damage = 37
Auto Penalty = -7
Auto Firing Rate = 10 AP + 4b/5AP
Accuracy = +6
Draw Speed = 5 AP
Reload Speed = 6 AP
Caliber = 100 rounds of 7.62x51mm

The MAG has better accuracy than the HK 21E, although lacks its single-shot mode. It does have one true advantage though - its ability to mount a Rifle-LAM. This makes the MAG a useful weapon for sight-range engagements as well as beyond-sight-range suppression. While the SCAR-H SV can also mount a Rifle-LAM, it lacks the MAG's firing rate and ammo capacity. One serious drawback for the MAG though - it weighs 11kg empty.

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199409] Sat, 18 October 2008 22:08 Go to previous messageGo to next 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.

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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.

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199410] Sat, 18 October 2008 22:08 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
SNIPER RIFLES

The sniper rifle group appears relatively late in the game, and is comprised of particularily accurate, albeit slow weapons. Often firing special ammunition, these weapons cause exceptionally high damage. Their ability to use 10x Scopes allows them to effectively hit targets that are out of sightrange, and some of these are so good they can hit a target clear across the sector.

Most sniper rifles are bolt-operated, meaning you have to pay a certain amount of APs (7, to be exact) between each and every shot. This effectively reduces their speed dramatically. But of course, they are more accurate, and hence still useful.

The Sniper Rifle category has no "natural competition". None of these rifles will be outclassed by any other weapon group, especially due to their ability to use the 10x scope. This scope is not only superior to other scopes, but also allows the shooter to add up to 8 extra aiming APs, which allows pin-point accuracy at a distance.

CATEGORY DEFINITION

A Sniper Rifle is a two-handed weapon capable of accepting a 10x Scope. An additional exception is that they do not have the ability to fire auto/burst volleys. Only one weapon violates the second condition, that's the XM-8 Sharpshooter, which I've classified as an Assault-Rifle due to this.

COMMON ATTACHMENTS

The 10x Scope, obviously, and most if not all sniper rifles can accept a Bipod for added accuracy. This is extremely important, as the 10x Scope will give a penalty if used in the standing or crouched stances anyway, so it's better to lie down when possible, hence benefitting from the bipod as well. While most sniper rifles can take a laser sight or LAM-200, this is completely pointless, as the laser only operates at very close distance.

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

COOLNESS 6

While two Sniper Rifles appear, the 10x Scope required to make them useful only appears at Coolness level 7! Until then, you'll be confined to a 7x scope or a PSO-3. If so, these Sniper Rifles are not living up to their potential, and might better be kept aside for later while other (faster!) guns are used.

Semi-Automatic Sniper Rifles
  • Zastava M76
    • The Zastava is a good rifle - When it appears, it already outranges most other weapons in the game. It outclasses some Non-Sniper Rifles as well (the Mauser Karabiner and Mosin-Nagant) due to its semi-automatic nature. It will be outclassed soon though. It has a wide array of scopes to be attached, including both Scope 7x and the russian PSO-3. The Zastava can be suppressed, which will keep it useful for a while. Unfortunately, by the time 10x Scopes appear, the Zastava will probably be outclassed (By the M21...)
  • ColtCanada C7CT
    • An odd weapon, this Sniper Rifle only has a range of 40, which means that it is already outranged by several high-end Assault Rifles. Without the 10x Scope (which has yet to appear in the game), the CT's only advantages are its built-in suppressor and bipod. A retractable stock will keep it from being outclassed, as this will reduce its draw APs to 2. With a firing speed of 6 APs, that makes it the longest-range rifle of this speed category, surpassing the new SG550. Unlike the SG550, however, it cannot autofire... So again, unless a 10x Scope is somehow available, the weapon is best kept for later. Once the 10x Scope appears, the C7CT becomes an incredibly accurate rifle for sight-range engagement, outdoing all Assault Rifles with its pin-point percision. It will only be deposed from this superiority by the XM-8 Sharpshooter (an assault rifle!), at coolness level 9.

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

COOLNESS 7

The 10x Scope appears, and with it some kick-ass sniper rifles. This means we'll end this category with many possible winners though.

Outclassed Semi-Automatic Sniper-Rifles
  • Zastava M76
    • Just when 10x Scopes appear for it, the Zastava is replaced. The M21 Tactical is almost identical to it, but fires 1 AP faster (7 AP vs. 8 AP). It is also a bit more reliable (+2 vs 0). Naturally, the M21 cannot accept russian scopes, but it doesn't really need one. Finally, grab yourself an EBR stock, and the M21 suddenly becomes a whole lot better (Read more below).
  • Benelli R-1
    • Looks like a bolt-action rifle, apparently it isn't. Same range as a Knight SR-25 (78) with one point more damage. It is slower than the M21 (4 AP to draw, 8 to fire), and doesn't take a rifle-LAM. Its only real disadvantage though is its caliber - .300 WinMag, which is relatively rare (while others use 7.62x51mm, with Match/Glaser variants available...). This too gets quite outclassed by the M21 EBR, provided you can get one. Otherwise, you can use the R-1 if its higher damage value catches your fancy.

Outclassed Bolt-Action Sniper-Rifles
  • M24
    • The M24 is apparently just a fat version of the M40A1. The only difference between these two rifles is a 3 point "ease of repair" advantage for the M24, at the whopping cost of 1.4 kilograms (~3 pounds). In other words, dump the M24 for its sleeker cousin.
  • Beretta M501
    • The M501 also loses to the M40A1. Not only does it have a slightly lower range (76 vs 78), it also takes an extra AP to fire (8 vs 7). Additionally, the M501 can't take an AR suppressor. It does have one advantage - a considerably lower reload rate (4 AP, I think that's the fastest reload amongst the long-range sniper rifles). In my opinion, not enough to keep this rifle in the contest.
  • Blaser R93 LR52
    • Its long name really annoys me, fortunately it gets outclassed now (I'll call it R2D2 for now). The R2D2 is a good rifle, it has lng range (78) and damage (39), and isn't too slow compared to other bolt-operated SRs. It also has a relatively low Manual Reload cost of 6 AP. However, it still manages to get itself outclassed by the bullpup sniper rifle S&O Shorty. The Shorty has better range (81), firing speed (3 to draw, 7 to fire) and is even faster to rechamber (5 AP!). They both fire the same rare caliber though, .300 WinMag.

Notable Semi-Auto Sniper-Rifle
  • HK SL9SD
    • The SL9SD survives this stage by a very small margin (AKA the "ingenuity factor"). It is very short-ranged for a sniper rifle (30), and has relatively slow speed (3 AP to draw, 7 to fire). There are no speed-enhancing attachments for it either. However, it does have some advantages over existing ARs. For one, it can mount a 10x Scope. Furthermore, it has a relatively high damage value (34) and is farily accurate (+6). It also has an integral silencer that makes it exceptionally silent (12). And lastly, its ammo caliber of 7.62x37mm, albeit rare, comes in SAP. A nice sniper rifle for close-up nighttime encounters, but not terribly useful for daytime operations.

The great question: Bolt Action or Semi Automatic?
At this point in the game, there's a large group of bolt-action and semi-automatic sniper rifles with relatively similar statistics. This gives us a great chance to try and answer the question - given similar characteristics, which one is better?

Let's compare two relatively similar rifles:
Knight SR-25
M40A1
  • These two weapons have remarkably similar stats. They both have the same range (78), the same damage value (38), and the same draw speed (5) and firing speed (7). The M40A1 is horribly slow to reload (10 AP) but this is not characteristic to all bolt-action sniper rifles, so we'll consider it a quirk of the weapon. They have almost the same attachments, although the Knight can take a Rifle-LAM. However, the LAM isn't that useful for sniper rifles as it stops working at around range 30. Anyway, most semi-auto sniper rifles don't accept a Rifle-LAM anyway.
So where's the difference? Well, naturally, the M40A1 has a manual reload cost of 7 AP - this is the amount of AP we have to pay for rechambering the rifle between each and every shot. However, it also has +12 accuracy, compared to the SR-25's "pitiful" +6. That's the real difference between bolt-action rifles and semi-auto rifles - these have a manual reload cost, while those have a lower accuracy.

So which one is better to choose, then? In other words, how important is each of these stats? Well, the CTH formula tells us that accuracy is a flat CTH bonus, so the M40A1 gets a +6 bonus CTH points over the SR-25. However, when extra aiming points are spent, this bonus increases. If the full number of APs are spent on aiming the M40A1, it will have gained a total of +18 CTH (accuracy difference * 3) advantage over the SR-25. That's quite a lot, actually, and can mean the difference between making a missing a shot at 60 tiles. Of course, once that shot has been fired, the M40A1 requires an extra 7 AP to reload, making it TWICE slower than the SR-25.

More bullets, or more accuracy? Well, you decide. As for this article, I'll continue evaluating sniper rifles in two separate categories, despite the fact that I believe that in this coolness stage, the semi-autos completely outclass the bolt-actions due to their superior speed. At higher coolness levels however, the Bolt-Action rifles will open up a HUGE gap in shooting range - this'll make you think twice about opting for speed, as some of these rifles can shoot clear across the map, and very accurately so!

The M21 EBR and its Semi-Auto Siblings
At the moment, three semi-auto sniper rifles have survived the initial outclassings. They are the Galil Sniper (Galatz), the Knight SR-25, and the M21. First let's take a look at these rifles separately.
  • Galil Sniper (Galatz)
    • The GALil TZalaf is the quickest of the three rifles, shooting at 2 AP to draw and 7 to fire. As such, it outranges all of the LRARs while maintaining a good speed and great accuracy (due to the 10x scope). It can take a sniper suppressor, but not a Rifle-LAM. This isn't terribly important at the ranges involved, of course, but is a good reason to consider an LRAR instead, if you don't tend to engage at very-long ranges. For its qualities, the Galatz pays in range (68).
  • Knight SR-25
    • Holding the longest range of the three (78), the SR-25 is also the slowest, with 5 AP to draw and 7 to fire. It can be suppressed, and can also take a Rifle-LAM.
  • M21 Tactical
    • The M21 is average between the other two, with a speed of 4 AP to draw and 7 to fire, and range of 75. It can also be suppressed, but can't take a Rifle-LAM.

The three rifles have the same accuracy (+6), same reload speed (4), same Loudness (85), and similar weight. However, a trip to Bobby Ray's can change all this.

At Bobby Ray's, we can buy an EBR stock. This can be applied to an M14 to make an M14 EBR, or to an M21 to make an M21 EBR. What the EBR basically does is to add Picatinny rails to the weapon, allowing it more attachments. But how does this affect us now?

The M21 EBR thus has the same stats as a regular M21 Tactical. But once the EBR's been installed, the M21 can take a retractable stock attachment. This effectively reduces its AP cost to draw to a whopping 2 AP. What this means is that the M21 actually OUTCLASSES both the Galatz and the SR-25. It outranges the Galatz (75 vs 68), and is faster than the SR-25 (2 AP to draw, vs. 5), while losing no other stats. It can also now take a Rifle-LAM, if you want to install one. Therefore, if you have access to Bobby Ray's, this one attachment can change the entire face of the Semi-Automatic Sniper-Rifle competition at this stage of the game, and the M21 EBR can remain useful for the remainder of the game, too. In my opinion, it is easily a better rifle than the Dragunov SVDS too, and if you're the kind who doesn't like to pay rechambering costs, it will also outclass ALL of the bolt-action sniper-rifles currently available at Coolness 7.

The Bolt-Action Group Finalists
In this group, outclassing is more difficult, as each rifle provides its own unique advantage. I'll go from short range to long range.
  • Steyr Scout Tactical
    • The fastest amongst the bolt-operated, it has a draw cost of 2 and a firing cost of 7, similar to the Galatz. However, it has a shorter range (61). It's as accurate as the other bolt-operates SRs, at +12. It has a relatively quick reload cost (6), and in addition has a built-in bipod. Its overall weight is quite low, at 3.3kg (around 7 pounds). An accurate alternative to LRARs and Semi-Auto sniper rifles. Please note that for some strange reason, the Scout takes an AR Suppressor, which is actually LESS useful than a sniper suppressor.
  • M40A1
    • Taking a strong middle spot, the M40A1 has average range (78), average damage (38), but is relatively fast to fire compared to other bolt-action SRs (5 to draw, 7 to fire). It does have that unfortunate reload speed though (10 AP... sloooooow).
  • SV-98
    • A weird compromise here. This rifle fires the 7.62x54R caliber, same as Dragunov rifles. This increases its range to 80, damage to 90, and reload speed drops dramatically to 4 AP (Similar to Semi-Auto sniper rifles). It also has a built in bipod. However, it pays for this with an average firing rate (5 to draw, 8 to fire), and most importantly with a +10 accuracy (compared to +12 for most bolt-operated SRs). It also cannot take a suppressor. So unless you have a surplus of Dragunov ammo or a sudden shortage of bipods, it may be a better idea to opt for another rifle.
  • S&O Shorty
    • A nice bullpup sniper rifle, this weapon would reign supreme in the bolt-operated category if it didn't take an unusual caliber - the .300 WinMag. It'll be more common in later stages though. For now, this weapon has great range (81) and damage (39), and is uncharacteristically fast for a sniper rifle, at 3 AP to draw and 7 to fire. As a bonus, the bolt operation cost is only 5 AP, much lower than the usual 7. Unfortunately, the shorty cannot take a suppressor.

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

COOLNESS 8

A few new Sniper Rifles appear, and some get kicked out. There are no great improvements here yet, and outclassing is done on a very marginal basis.

Outclassed Semi-Automatic Sniper Rifles
  • HK MSG40A1
    • A slightly shorter-ranged, more reliable version of the SR-25, it too is easily outclassed by the M21 EBR (Or the SR-25 itself, if the EBR isn't available).

Outclassed Bolt-Action Sniper Rifles
  • SV-98
    • With same range (80) and damage (39) as the Parker Hale M82, but lacks it drawing speed (5 AP vs 4 AP) and firing speed (8 AP vs 7 AP). Also, the M82 is more accurate. The Parker-Hale doesn't have a built-in bipod, and is somewhat slower to reload (6 AP vs 4 AP), but these are negligible compared to the speed difference. Also, the SV-98 takes Dragunov ammo, which is less common and less versatile than the M82's 7.62x51mm caliber.

New Semi-Auto Contenders
Unfortunately, there aren't any. Instead, we're presented with a set of Dragunov rifles which cannot take a Scope 10x. This makes them less useful than the M21 EBR, if you've got one...

New Bolt-Action Contenders
  • CZ-700
    • Range 79, Damage 39, draw cost 5, firing cost 8. It has +11 accuracy (a tiny bit lower than normal) but a delightful 4 APs to reload. One of the few bolt-action SR's that can take a suppressor. Unfortunately, a very heavy rifle (6.2kg, roughly 13 lbs.).
  • Parker-Hale M82
    • Outdoes the CZ-700 by one point of range, and also fires faster (4 to draw, 7 to fire), making it a relatively quick bolt-action sniper rifle. If only it could take a sniper suppressor, it would truly outclass the CZ-700. But it can't. Also has a slower reload rate (6 AP vs 4 AP)...
  • FR-F2
    • Loses to the Parker Hale in one point of range (79 vs 80), and also fires slower (8 AP vs 7 AP) and draws slower (5 AP vs 4 AP). While the FR-F2 has a built-in bipod, it really makes little difference at this point. A faster reload speed (4 AP vs. the M82's 6 AP) isn't much of an advantage either, but the FR-F2 can hold 10 bullets in its magazine, meaning that reloading happens less often. I guess that's the only reason I've kept it on the list, although I imagine most people would choose to discard it anyway.
  • Sako TRG 22
    • Another close call. The TRG 22 has the same range and damage as a Parker Hale M82, with slower firing speed (8 AP vs 7 AP) but same draw speed (4 AP). It has one point more accuracy than the M82. Do note that the TRG 22 has a larger magazine capacity (10 bullets), which is basically what keeps it from being outclassed...

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

COOLNESS 9

More of the same, basically. Three new Sniper Rifles, none of which are amazing.

Outclassed Bolt-Action Sniper Rifles
  • Steyr SSG-P1
    • This weapon is very surprising, in the fact that it completely fails to surpass the Parker-Hale M82. Why is this added at a higher coolness level? Maybe because it's one kilogram lighter. Still no reason to give up a point of firing speed (8 AP vs the Parker-Hale's 7 AP).

New Semi-Automatic Sniper Rifle Contenders
  • Walther WA 2000
  • HK PSG-1
    • These two rifles offer similar shooting characterstics - 79 range, 39 damage, accuracy of +11, and firing speed 7 AP. The Walther is faster to draw due to its bullpup configuration, but pays for this with a reload cost of 6 AP versus the PSG's 4 AP. Of course, the PSG holds a clear advantage in caliber and magazine size - it fires 20 rounds of 7.62x51mm, while the Walther fires 5 rounds of .300 WinMag. Ugh.

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

COOLNESS 10

The final coolness level is almost exclusively the Sniper Rifle playing field. Here, we're finally introduced to some Anti-Material rifles. These babies are extremely powerful weapons, capable of causing massive damage at extremely long range. They also fire specialized SAP ammo which eats armor for breakfast. In addition, we also meet the longest-ranged weapon in the game - a sniper rifle with 150 points of range.

Anti-Material rifles are very high-ranged and deliver a ton of damage. Of course, they are also extremely slow, both to draw as well as to fire. The dynamic between bolt-action and semi-auto rifles changes though. The Semi-Auto rifles have far superior damage (up to 60!!!), while the bolt-action rifles go for higher range and accuracy. Surprisingly, the firing speed actually closes between them - proportionally to their damage, the semi-auto rifles become EXTREMELY slow, and their APs toe Fire costs equal about the same amount of time you'd spend firing AND rechambering one of the bolt-loading rifles.

Outclassed Semi-Auto Anti-Material Sniper Rifles
  • Gepard M2
    • Same range (120) and damage (60) as an OSV-96, and firing the same exact ammo. And while the OSV has a slightly slower draw speed (7 AP vs. 6 AP) than the Gepart, it also has better accuracy (+9 vs +6) and better reload speed (4 AP vs 8 AP). The Draw speed is relatively insignificant anyway, because these rifles take so long to draw and fire, that you'll probably want to place your sniper BEFORE the shooting starts anyway, so draw costs are almost meaningless.

Outclassed Bolt-Action Anti-Material Sniper Rifles
  • Sako TRG 42
    • Like the TRG 22, this rifle is also outclassed as soon as it arrives. Holds an extremely slight range difference over the AI AWM (138 vs 137... less than 1% difference), but pays for it with slower draw, firing, and reload costs (4, 9, and 10 respectively, versus the AWM's 3, 8, and Cool. If weight is a problem though, the TRG is 1.5 kilograms lighter...

Semi-Automatic Anti-Material Sniper Rifles
  • Barrett M82A2
    • Range 110, damage 51, not very high stats for an anti-material rifle, but can still blow a man's head off at 70 tiles. Its firing rate is staggering (6 AP to draw, 14 AP to fire), but you'd better get used to it, as all anti-material rifles are damn slow. Has a +6 accuracy, and a reload cost of 8 AP. Magazines holds 11 .50 BMG bullets (SAP).
  • OSV-96
    • Only slightly slower than the M82A2, has a range of 120, damage 60 (highest!!!), and an accuracy of +9 (best for a semi-auto!). The Draw Cost is 7, Firing cost is 15. Reload is surprisingly fast, at 4 APs. Magazine holds 5 rounds of 12.7mm (SAP).

Bolt-Action Anti-Material Sniper Rifles
  • DSR-1
    • A bullbup anti-material rifle. Has range of 129, damage of 41. Accuracy is +12. Its firing speed is quite good for those stats, at 8 AP to fire (3 AP to draw). There's obviously a manual reload cost of 7 AP, but the reload cost is relatively low (6 AP). MAgazine holds 10 bullets of .338 Lapua (SAP). If Lapua ammo suddenly becomes plentiful, consider outclassing out of the earlier Bolt-Action rifles for this one.
  • AI AWM
    • Range 137, damage 42. Accuracy is +11. Has the same draw, firing, and manual reload speed as the DSR-1 (3, 8, and 7 respectively). Slower to reload, at 8 AP. Magazine holds 10 bullets of .338 lapua (SAP). If the reload speed and accuracy difference doesn't bother you, use this rifle instead of the DSR-1 for slightly better range and damage.

Longest Ranged Rifle EVER

  • Erma SR-100
    • The longest-ranged weapon in the game. Range 150, Damage 43. Accuracy is +9. Averagely fast, at 5 to Draw, 8 to Fire, 6 to reload, and 7 to rechamber between shots. Holds a magazine of 10 bullets, .338 Lapua (SAP). With this weapon, you can fire across from one side of the sector to the other side (although, not diagonally, I think). FUN!

Silenced Sniper Rifle

  • VSSK Vychlop
    • Strange name, strange weapon. The Vychlop has a range of only 50 tiles, but a whopping damage value of 49. Call it an anti-material rifle for close and personal work. It has an accuracy of +6, a draw cost of 3, and a slow firing cost of 10, but is semi-auto and therefore does not require rechambering between shots. In addition, this weapon has a great built-in silencer (16 loudness!) and an integral bipod. All of this makes it a kickass sniper weapon for night operations. Silent and extremely deadly. It takes specialty ammo - 12.7x97mm Subsonic (SAP).

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199411] Sat, 18 October 2008 22:08 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
SHOTGUNS

The shotgun family is quite diverse, because it is defined not by range or attachments but by caliber. Therefore, we have pistol-sized shotguns, and big repeating shotguns, and long-ranged shotguns, pretty much everything. The shotgun's main advantage over weapons similar to it is the huge amount of damage caused by the shell. Additionally, Buckshot bullets behave VERY differently from regular shots - they'll often knock a target out even if they don't kill it, and can hit a target even if the shooter missed. All in all, these can be considered specialty weapons - they don't outclass any other weapons, and they aren't outclassed by any other weapon. The Caliber really makes that much of a difference.

CATEGORY DEFINITION

A shotgun is any weapon capable of firing shotgun shells. It's as simple as that. Could be a small, one-handed weapon. Could be a large automatic weapon. If it fires shotgun shells, it deserves to stand in a category all of its own.

COMMON ATTACHMENTS

Obviously, since shotguns can be inherently different from one another, they don't have much in common with regards to attachments. However, one attachment is possible for pretty much any shotgun - a DuckBill. This attachment will cause BuckShot shells to behave differently - they will fire their pellets in a straight horizontal line, and so are more likely to hit several targets at the same time (and also more likely to hit a target even if the shot was poorly aimed). At closer range, this is not very important - the pellets don't have a lot of time to spread out anyway, so they will all hit the target whether a duckbill was used or not.

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COOLNESS 3

The starting level for shotguns already offers us some cool weapons to choose from. Short-ranged and pretty slow compared to other weapons, the shotguns are nice nonetheless, especially at a coolness stage where most weapons are short-ranged and low-damaged anyway - the Shotguns actually have a clear advantage!

  • U-94S UDAR
    • A pistol shotgun. You can hold this with one hand (+1 accuracy) or two (additional +5 to CTH). The UDAR would be considered a slow pistol (0 AP to draw, 6 AP to fire), and with unremarkable range (10). However, its damage value is 28, and for a good reason - its base ammo is 12.5x35mm Buckshot. It has the fastest reload of all shotguns, with 4AP to reload and 1AP to rechamber between shots, due to its ammo which is arranged in speedloader clips. The UDAR can hold 5 of these bullets, so it can fire around 3 or 4 shots per turn including the rechamber cost. It's also tiny in size, and will fit in a tiny pocket (NIV users only). Overall, a nice quick shotgun for personal defense, guaranteed to knock an attacker out-cold at short range. Later it will also be able to fire Flechette shells for better armor penetration. Please do note that the UDAR cannot take a duckbill attachment, but at the ranges involved this is hardly a handicap.
  • Sawed-Off Shotgun
    • The aptly-named sawed off is a double-action weapon - it can load two 12ga. shotgun shells, and fire both without rechambering. It has a lower range than the UDAR (9 vs 10) but much higher damage value (36 vs 28) as appropriate for shotguns. It's still a very fast weapon (0 AP to draw, 7 AP to fire) although reloading is a bit slow considering the small magazine size (8 AP to reload). Again, the Sawed-Off is a one-handed weapon, which can be held with both hands to provide a +5 CTH bonus. Unlike the UDAR, the sawed-off shotgun accepts a duckbill, and can also mount a small 2x Scope for better aimed shots. Its range is a bit restrictive, but as with all shotguns, firing beyond range hardly means missing the target - some of the pellets might still hit, especially if a duckbill is installed (as it makes a wider spread).
  • Baikal MP-233B
    • Another double-action shotgun, the MP-233B loads two 12ga. shells and can fire both before reloading is neccesary (8 AP to reload). It is much slower than the Sawed-Off (4 AP to draw, 8 to fire) but compensates with a high range of 17, and a VERY high damage value of 40 (highest damage value so far amongst any weapons). It can take both a duckbill and a scope.
  • Baikal MP-133
    • This is a pump-action shotgun, and a slow one at that. The MP-133 takes 3 AP to draw, 7 to fire, which is faster than the MP-233B. However, its reload speed is extremely slow - 18 AP. This is mainly because the MP-133 holds 7 shells, which must be loaded one by one. As a pump-action shotgun, it requires 3 AP to rechamber between each and every shot. Its range is slightly shorter than the MP-233B (15 vs 17), and causes a tiny bit less damage (39 vs 40). Still, this shotgun has the highest magazine capacity yet. It can take a duckbill and a 2x Scope, as normal.
  • Ithaca Model 37
    • With similar stats as a Baikal MP-133, the most important difference is in the magazine capacity. The Ithaca can only hold 4 shells in its magazine, but again they require individual reloading, so the reload speed is still high (12 AP). Similar speed to the MP-133 (3 to draw, 7 to fire), and the same range (15). The Ithaca has one point less damage (38 vs 39), but is a more accurate weapon (+2 accuracy). Pump-action is a bit faster though - only 2 AP between shots. Can take both a duckbill and a 2x Scope.

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COOLNESS 4

Shotguns continue to improve, and some are actually outclassed.

Outclassed Pump-Action Shotguns
  • Baikal MP-133
    • The new Benelli M3 Convertible has similar stats to the MP-133, with slightly slower firing rate (8 AP vs the Baikal's 7 AP). However, the M3 is a semi-automatic shotgun, and thus does not require the 3 AP pump-action between shots. This effectively makes it a much faster weapon. Other characterstics are all the same (range 15, damage 39, reload speed 18 AP) and they take the same attachments. So the M3 wins in overall speed, and outclasses the MP-133.
  • FABARM FP6
    • A relatively easy weapon to outclass. The FP6 has a shorter range than the Ithaca Model 37 (13 vs 15), and is slower to fire (8 AP vs 7 AP) and rechamber between shots (3 AP vs 2 AP). It also has less accuracy (0 vs +2). Where's the advantage? Apparently, the FP6 can take an ISM-V-IR attachment. Unfortunately, that attachment only appears at coolness level 9 (A LONG way away), so it really doesn't count.
  • Remington M870
    • It has a small firing speed advantage over the M4 Super 90 (7 AP vs 8 AP), and one point more accuracy (+1 vs 0). However, it pays for this with a higher draw speed (3 AP vs 2 AP). Of course, as a pump-action shotgun, the M870 is inherently much slower than the semi-automatic M4.

Outclassed Semi-Automatic Shotguns
  • Benelli M3 Convertible
    • The Benelli M4 Super 90 is basically an M3 with a retractable stock, which gives it a speed advantage of 1 draw point (so, 2 AP vs the Convertible's 3 AP). It pays for that with one point of accuracy (-1 vs the Convertible's 0), but I think speed is more important. The M4 is also more reliable (+2 vs 0). All other stats are the same.
  • SPAS-12
    • While the SPAS-12 does hold a small range advantage over the M4 Super 90 (16 vs 15), it has two problems - one, an even lower accuracy than the Super 90 (-2 vs. the super 90's -1) and more importantly, the SPAS-12 cannot take a duckbill, which is a very important for long-range shotguns.

New one-handed Shotgun
  • Super-Shorty Mini-Shotgun
    • The new Super-Shorty Mini-Shotgun may at first glance seem better than the Sawed-Off, but some quick maths will clarify this. The two weapons have the same range (9), same damage (36), and same draw speed (0 AP). The Sawed-Off has a lower reload speed (8 AP vs 12 AP) and does not require rechambering between shots. However, the Sawed-Off can only fire two bullets before it needs to be fully reloaded, while the shorty has a larger magazine capacity (4 AP), and is faster to fire (6 AP vs 7 AP). So which one is better? Let's run the maths:
    • We shoot four bullets with the Sawed off. This requires 7*4=28 APs to fire, plus 8*2=16 APs to reload the weapon, giving a total of 44 APs. The Super-Shorty will take 6*4=24 APs to fire, and will only have to be reloaded once for 12 APs, although it has to be rechambered 3 times (2*3=6), for a total of 42 APs. This is hardly a significant difference, and is quite acceptable for both weapons. Therefore, neither one is outclassed.

New Semi-Auto Shotguns
  • Benelli M4 Super 90
    • It's already outclassed a couple of other shotguns, so I'll just repeat the stats now. Range 15, Damage 39. Accuracy is -1. 2 AP to draw, 8 to fire, 18 to reload a magazine of 7 shells. The weapon can take both a duckbill and a scope 2x, as normal.
  • Street Sweeper
    • The first shotgun to accept 12 shells into its magazine. It is slower to fire than the M4 Super 90 (9 AP vs 8 AP) but is much faster to reload (10 AP vs 18 AP!). This amounts to quite an advantage, although the Street Sweeper is still less accurate (-2 vs -1) than the M4.

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

COOLNESS 5

Still no automatic shotguns, so we'll have to do with squabbling for slightly better stats.

Outclassed Pump-Action Shotguns
  • Ithaca Model 37
    • The only surviving pump-action from the last stage, it's outclassed by yet another pump-action shotgun - the Neostead. The 'stead has superior range (16 vs 15) and damage (39 vs 38), and holds three times as many shells in its magazine (12 vs 4). Of course, still manuall-reloaded, the Neostead takes 20 AP to reload (compared to the Ithaca's 12 AP) but of course this occurs three times less often, so it is still an advantage in speed. However, the Neostead is slower to pump between shots, requiring 3 AP against the Ithaca's 2 AP. To offset this, the Neostead is exceptionally accurate, with +6 against the Ithaca's +2. In my opinion this is enough to totally outclass the Ithaca.
  • FABARM SDASS
    • The SAD-ASS is also outclASSed by the Neostead, but much more easily than the Ithaca. It has lower range than the Neostead (15 vs 16), slower draw (4 AP vs 2 AP), and slower to fire (9 AP vs 7 AP). While it takes 2 AP less to reload than the Neostead (18 vs 20), it has about HALF the magazine capacity (7 vs 12), so the advantage is still on the Neostead's side. Finish this with the Neostead's high accuracy (+6 vs. the ASS's +1), equal damage (39) and rechamber costs (3 AP), and the Neostead is the clear winner. Like the previously outclassed FABARM shotgun, the FP6, this weapon can also take an ISM-V-IR... if you still use it by COOLNESS 9, that is.

Outclassed Semi-Auto Shotguns
  • Street Sweeper
    • Despite having a larger magazine than the SPAS-15, it fires much slower (9 AP vs. 7 AP). It takes proportionally longer time to reload (10 AP vs. the SPAS-15's 6 AP), so the bottom line is a clear loss for the Street Sweeper.
  • Saiga 12K
    • The Saiga has one point less range than the SPAS-15 (14 vs. 15) and slower firing rate (8 AP vs 7 AP). All other stats are similar, except accuracy - the Saiga has +1 over the SPAS's -2. At the ranges involved, I think losing one point of range and speed is far more significant than extra accuracy... Also as a side-note - the Saiga can take a foregrip. Why on earth would it need a foregrip?
  • Benelli M4 Super 90
    • The Super 90's one point advantage in damage over the SPAS-15 (39 vs 38) and its accuracy (-1 vs -2) is hardly enough to cover for the speed difference - 8 AP to fire vs. the SPAS's 7 AP, and 18 AP to reload vs. the SPAS's 6 AP (!!!).

New Pump-Action Shotgun
  • Neostead
    • The neostead has great range (16) and damage (39), backed up by a relatively fast firing rate (2 to draw, 7 to fire). While slow to reload (20 AP) this is due to a large 12 bullet magazine. It requires a regular rechamber cost of 3 APs between shots, but makes up for that with a great accuracy bonus (+6!). A nice, accurate shotgun for destroying enemies at mid-range or closer.

New Semi-Auto Shotguns
  • SPAS-15
    • Outclassing pretty much all of its colleagues, the SPAS remains the best semi-auto shotgun. It has 15 range, 38 damage, and requires 2 AP to draw and 7 to fire, just like the Neostead. While it lacks the Neostead's supreme accuracy (in fact, the SPAS has -2... not so good), its rapid reload cost (6 AP, like a slow Assault Rifle) and semi-auto firing cycle make it a really cool shotgun, speedy and dangerous at close range.

Small reminder
The Baikal MP-223B has yet to be seriously outclassed, as it still has the best range (17) and damage (40) amongst all available shotguns. However, the Baikal can only contain 2 rounds, which is a serious handicap. I'll leave the choice up to you whether to outclass it or not.

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

COOLNESS 6

Two new fully-automatic shotguns appear. While they may seem a bit slow to draw, and their autofire rate is nothing compared to an Assault Rifle, each burst will cause a tremendous amount of damage, capable of killing even a well-armored enemy.

  • USAS-12
    • Similar stats to a SPAS-15, with range 15, damage 38, and firing speed of 7. Draw cost is higher (4 AP vs 2 AP), but reload speed stays the same (6 AP) despite holding a much larger magazine (20 round drum). Accuracy is a bit higher than the SPAS (-1 vs -2). The USAS also has a relatively quick autofire rate, at 13 AP + 2b/5AP. Slow for a rifle, of course, but each bullet in the autofire volley is a killer. Auto penalty is pretty high, at -10. The weapon cannot take a bipod, but can take a foregrip for better auto-penalty.
  • Jackhammer MK3A1
    • Slightly higher damage than the USAS (39 vs 38), at a lower draw speed (3 AP vs 4 AP). It is more accurate (+2) but slower to reload (10 AP, for a magazine of 12 bullets). Autofire rate is much slower, at 19 AP + 1b/5AP. Auto Penalty is a little bit lower (-9). A more accurate weapon for single-shots, which is useful for shotguns as autofire isn't a good way to conserve those shells.

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

COOLNESS 7

The last shotgun appears at this coolness level, and uses a different caliber than other shotguns. This is, of course, the CAWS.

HK CAWS
Range = 20 (Highest range so far!)
Damage = 48 (Highest damage too!)
Draw Cost = 3 AP
Firing Cost = 10 AP
Auto Firing Rate = 22 AP + 1b/5AP (Slowest firing rate in the game)
Auto Penalty = -13 (Worst auto penalty in the game)
Accuracy = -2
Reload speed = 6 AP
Caliber = CAWS, a unique caliber, with SAP slugs or Buckshot

The CAWS isn't a great shotgun for single-shots, and is pretty slow for autoshots as well, but just look at the damage score! This weapon can easily kill an enemy in close range, even without using its autofire mode. The CAWS slugs help - they are SAP ammo, meaning they go through armor like butter. Unfortunately, the CAWS slugs don't increase the weapon's range as 12ga. slugs do, but its range is already higher than most shotguns. Also, you can't attach a foregrip, so you're stuck with that awful auto penalty. A great weapon for those "exploding head" shots, though.

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

COOLNESS 9 NOTE

While shotguns have stopped appearing by now, what does appear at this coolness level is the ISM-V-IR. This little gizmo acts as a combo reflex sight and laser sight, slightly better than a LAM-200. This may (or may not) render the FABARM shotguns (FP6 and SAD-ASS) useful, despite being outclassed earlier. In my opinion - forget about it. But it's your call.


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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199418] Sat, 18 October 2008 23:29 Go to previous messageGo to next message
Marlboro Man

 
Messages:1156
Registered:October 2005
Location: USA
Great job putting this together. Smile

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199419] Sat, 18 October 2008 23:33 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
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Serenity now, insanity later.

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199421] Sun, 19 October 2008 00:09 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Epic. Thanks again Headrock. Smile

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Lieutenant

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199422] Sun, 19 October 2008 00:51 Go to previous messageGo to next message
Biernath_J is currently offline Biernath_J

 
Messages:166
Registered:August 2003
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Actually, this can be used for new price adjustments thing, since you wrote down EVERYTHING and it's easy to determine superior guns and price them higher.

Quote:
Unlike the UDAR, the sawed-off shotgun accepts a duckbill, and can also mount a small 2x Scope for better aimed shots. Its range is a bit restrictive, but as with all shotguns, firing beyond range hardly means missing the target - some of the pellets might still hit, especially if a duckbill is installed (as it makes a wider spread).


actually that reminds me that sawed off shotgun is broken when it comes to attachments. It should accept nothing. And it seems to accept all the shotgun attachments, like duckbill (for 2 barrels lol), lasersights (duct-taped?) and scope (lmao).

As for the contender encore, I never accepted the fact it needs 9ap to fire. Come on, it's penaltized by being one shot weapon that needs to be reloaded (and you need to reacquire your target!) so I would be more than careful to say Quote:
but might still be useful in some situations.


Edit:

Quote:
However, the Baikal can only contain 2 rounds, which is a serious handicap. I'll leave the choice up to you whether to outclass it or not.


I believe there was some discussion about allowing baikal users to fire both barrels at once (burst fire technically speaking) and that would make this weapon really interesting.

Shotguns are useless anyway, since the targeting code is broken (50% WTF penalty). Spreadpatterns anyone?

[Updated on: Sun, 19 October 2008 00:56] by Moderator

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Staff Sergeant
Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199423] Sun, 19 October 2008 01:18 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Actually, this can be used for new price adjustments thing, since you wrote down EVERYTHING and it's easy to determine superior guns and price them higher.


I haven't written down everything, just what was important... I doubt anyone could base anything on this.

Quote:
actually that reminds me that sawed off shotgun is broken when it comes to attachments. It should accept nothing. And it seems to accept all the shotgun attachments, like duckbill (for 2 barrels lol), lasersights (duct-taped?) and scope (lmao).


Yeah, plenty of things are weird (Like the Agram 2000 accepting a foregrip for 0 auto penalty?). I just wrote them down Wink

Quote:
As for the contender encore, I never accepted the fact it needs 9ap to fire. Come on, it's penaltized by being one shot weapon that needs to be reloaded (and you need to reacquire your target!)


Yeah, but fires a sniper bullet (SAP I think!).

Quote:
Shotguns are useless anyway, since the targeting code is broken (50% WTF penalty).


Eh? Where did you read that?

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199426] Sun, 19 October 2008 02:11 Go to previous messageGo to next message
Kuroaisu is currently offline Kuroaisu

 
Messages:6
Registered:October 2008
Hi,

I don't understand something here,

how come the Hk G41A2 or the Tavor TAR 21 are better then the Famas?

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Private
Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199429] Sun, 19 October 2008 02:36 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:

how come the Hk G41A2 or the Tavor TAR 21 are better then the Famas?


The FAMAS does have an advantage in several numerical factors, but it's behind in a very important field: ATTACHMENTS. Both the G41A2 and TAR 21 are not impressive rifles on their own, but they can take a Rifle-LAM, which is an extremely good attachment for that particular range category (the LAM works up to range 30, and a few tiles beyond that when aiming at a dark tile). The TAR-21 accepts a foregrip (for better auto-penalty) and can also use a trigger group to close the "burst capability" gap. The HK G41A2 can take an aimpoint earlier in the game for an even more powerful laser than the Rifle-LAM. Also note that the FAMAS can't take a bipod AT ALL.

(EDIT: I reread your statement - the G41A2 and TAR-21 are not better than the FAMAS. They're sort of equals. The FAMAS isn't outclassed in the text... Please read the text carefully).


This would be a good time to say this though: The data above isn't 100% accurate. The main reason is that I did this comparison using EDB, which like the tooltips is not based on fully accurate information or calculations. There are many approximations here, and some things actually depends on the character's own skills. Therefore, this is NOT THE WORD OF GOD. Take everything here with a grain of salt. Also note that in several occassions, I also make my own judgements based on my playing experience, which probably differs from other peoples' experiences. So keep your eyes open, and don't expect everything to be true.

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199431] Sun, 19 October 2008 02:58 Go to previous messageGo to next message
Kuroaisu is currently offline Kuroaisu

 
Messages:6
Registered:October 2008
Yes, I saw that the FAMAS isn't outclassed but saw the G41A2 and TAR-21 in a higher coolness level, so I deduced the greater the coolness the better the weapons...

One more thing, anywhere I can read what are the best attachments and what they do? The game only says a brief discription...

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Private
Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199432] Sun, 19 October 2008 03:03 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Yes, I saw that the FAMAS isn't outclassed but saw the G41A2 and TAR-21 in a higher coolness level, so I deduced the greater the coolness the better the weapons...


Well I explained at the very top of the article that coolness is simply a function of progress. In many points in the article, a higher-coolness level gets outclassed by already-existing weapons. Higher coolness is NOT a measure for quality.

Quote:
One more thing, anywhere I can read what are the best attachments and what they do? The game only says a brief discription...


The first thing you could do would be to download EDB, but that depends on your willingness to fenagle with your 1.13 install.
You could also read the XMLs themselves to discern a lot of data (which will be far more accurate than what I've written here, that's for sure. Heck, it's the source).
Your last option would be to wait a while, as I'm hoping to write something about that exact topic. But I still recommend you try either of the first two options (or both) before deciding to wait.

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199433] Sun, 19 October 2008 03:15 Go to previous messageGo to next message
Kuroaisu is currently offline Kuroaisu

 
Messages:6
Registered:October 2008
I missunderstood the guide by a best weapons guide in each category!!

You see I'm in a point in the game that some weapons I have are so close together in stats that I really have a hard time to choose the best ones!

I will read the Xmls and I'm looking forward to see you guide of attachments!

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Private
Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199434] Sun, 19 October 2008 03:26 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
You see I'm in a point in the game that some weapons I have are so close together in stats that I really have a hard time to choose the best ones!


Errrr.... that's what this guide is for, though. I don't understand what the problem is.

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199435] Sun, 19 October 2008 03:33 Go to previous messageGo to next message
Marlboro Man

 
Messages:1156
Registered:October 2005
Location: USA
Don't forget things will be different when 100ap hits the market. Wink

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199437] Sun, 19 October 2008 03:40 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Also true, of course. But it'll still be relatively accurate until NGAP hits the market.

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199438] Sun, 19 October 2008 03:42 Go to previous messageGo to next message
Kuroaisu is currently offline Kuroaisu

 
Messages:6
Registered:October 2008
Well this get to my question before, that you already answer! But was needed to point the attachments advantages that the G41A2 and TAR-21 had over the FAMAS... I don't know if I'm making my self clear though...

For example at my point now I have the FAMAS and a AN-94 Abakan equiped in almost all my mercs and found a Rpk-74 and a HBAR that didn't use cause the only thing that I looked was the stats the game displayed, although this last weapons had more range they lacked the burst fire feature... I use mostly rifles and I'm trying to figure out the best ones.

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Private
Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199440] Sun, 19 October 2008 05:29 Go to previous messageGo to next message
Esgaro is currently offline Esgaro

 
Messages:11
Registered:September 2008
[quote=Headrock]Quote:

Also note that the FAMAS can't take a bipod AT ALL.


The FAMAS blurb on Bobby Ray's says that it has a bipod built in. It doesn't show up in my EDB 2296 description of the gun though. I would assume that if it can't take a bipod and doesn't have a built-in bipod, than it is in error.

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Private
Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199453] Sun, 19 October 2008 14:22 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
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Only Starwalker can tell us Wink

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199458] Sun, 19 October 2008 15:58 Go to previous messageGo to next message
Kuroaisu is currently offline Kuroaisu

 
Messages:6
Registered:October 2008
Headrock until you don't make the attachments guide can you point out the best four?!

Another thing how I'm suposed to understand the XML from the game?! Do I need some kind of program? I open with a XML editor but all I see is the code not description. ( I think you talked about the XMLs in the Tabledata like the AttachementInfo.xml, etc...)

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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199459] Sun, 19 October 2008 16:16 Go to previous messageGo to next message
Biernath_J is currently offline Biernath_J

 
Messages:166
Registered:August 2003
Location: Poland
Quote:
Eh? Where did you read that?


Suprise, suprise... zilpin's spreadpattern thread?

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Staff Sergeant
Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199494] Mon, 20 October 2008 04:19 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
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OK, I've found that bit in the code, and it's a bit hard to decypher as there are lots of weird calculations. But it seems to me that this doesn't effect chance-to-hit, it only affects the accuracy of the bullet, which is what causes the spread... I guess I might be wrong, given Zilpin's superior coding abilities. But it seems to me that that since shotguns are fired in close-quarters anyway, even a 50% drop in accuracy will still land most, if not all of the bullets straight on target... Dunno, I like keeping a shotgun on my close-range mercs - if I suddenly spot an enemy who's too close, a shotgun blast to the face usually does the trick. That is, until I get a magpul or P90, in which case bring on the AET!

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199496] Mon, 20 October 2008 04:42 Go to previous messageGo to next message
Biernath_J is currently offline Biernath_J

 
Messages:166
Registered:August 2003
Location: Poland
I think you should try zilpin's build. Just to see the difference.
He cleared up this shotgun chance to hit thing and you can now actually kill enemies at 15-17 tiles, when using proper ammo and chokes.
Also, with his exe you can hit miltiple enemies with one shot. I know you can do it in vanilla ja2 too, but it's always 0 or 1 dmg. Shotguns only work (vanilla ja2) when you hit with all 9 pellets. Then, there is a chance that you inflict any damage. With spreadpattern thing, you can fire 20 flechettes, hit enemy with 7, kill the guy and 13 little darts just continue flying, hitting other stuff. Feels very good.

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Staff Sergeant
Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199505] Mon, 20 October 2008 09:58 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Headrock: I'll go through the categories when I have time, for now I have only something to say about the pistols:

- The SOCOM pistol should have another advantage, that maybe you did not find - it is not damaged by water.

- The SR-1 Gyurza fires SAP ammo, I did not see you mentioning that.

BTW you should have waited with your comparison for the 100AP-system, because a lot of the AP-costs have changed.

The FAMAS should have a built-in bipod. If I have removed it for some reason, then I have to look up the old SVN-logs for what that reason was...

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First Sergeant

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199506] Mon, 20 October 2008 10:42 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Comments about Machine Pistols:

- The Agram 2000 should not have the ability to mount a Foregrip, it has one built-in. I'll correct that

- The SR-2 Veresk fires SAP ammo (just like the SR-1 Gyurza)

- The MP5KA4 has a built-in foregrip (but so does the Mini SAF)

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First Sergeant

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199507] Mon, 20 October 2008 10:55 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Comments about SMG:

- The MP5SD5 isn ot the same as the MP5A4, it has a shorter range due to a shorther barrel inside that built-in suppressor.

- The MP5N is heavier, and thus harder to 'draw' (compared to the MP5A4), however, like the SOCOM pistol, it is not damaged by water.

- When an SMG or machinepistol cannot take a Scope or Reflex Sight, then this is often the result of a folding stock that folds over the top of the gun (e.g. Spectre M4, PP-93).

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First Sergeant

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199508] Mon, 20 October 2008 11:45 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
- The SOCOM pistol should have another advantage, that maybe you did not find - it is not damaged by water.


As I said, I did the comparison using EDB, which is what makes it inaccurate. I wouldn't have picked that up anyway though, and besides, it's not much of an advantage Wink

Quote:
The SR-1 Gyurza fires SAP ammo, I did not see you mentioning that.


The thing is I remember having noted that about the Gyurza and Veresk... are you sure I didn't say something about it? Hmmmm odd.

Quote:
BTW you should have waited with your comparison for the 100AP-system, because a lot of the AP-costs have changed.


By the time 100AP comes out officially, I will not be around to do these sort of articles...

Quote:
The MP5KA4 has a built-in foregrip (but so does the Mini SAF)


I'm pretty sure I said that it gets outclassed regardless... I don't remember why, but I do remember it was quite obviously inferior to something...

Quote:
The MP5SD5 isn ot the same as the MP5A4, it has a shorter range due to a shorther barrel inside that built-in suppressor.


By one point or something, no? I didn't mention every little detail (though in some places I did try to! Very Happy )...

Quote:
The MP5N is heavier, and thus harder to 'draw' (compared to the MP5A4), however, like the SOCOM pistol, it is not damaged by water.


Still not a good enough reason to leave it in the contest...

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199510] Mon, 20 October 2008 12:23 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Comments to Carbines and assault rifles:

Not much to say here, other than that the G3A3 should perform better under the 100AP-system. It has the misfortune to be /just over/ some limits, whereas its direct competitors may be /just under/ that limit at this time.

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First Sergeant

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199511] Mon, 20 October 2008 12:32 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Headrock
Quote:
- The SOCOM pistol should have another advantage, that maybe you did not find - it is not damaged by water.


As I said, I did the comparison using EDB, which is what makes it inaccurate. I wouldn't have picked that up anyway though, and besides, it's not much of an advantage Wink

That depends on the environment you are fighting in. I remember a WF-map of a SAM-site where I had to swim a lot to get someone to the back of the site.

Headrock
Quote:
The SR-1 Gyurza fires SAP ammo, I did not see you mentioning that.

The thing is I remember having noted that about the Gyurza and Veresk... are you sure I didn't say something about it? Hmmmm odd.

I did not see it.

Headrock
Quote:
The MP5SD5 is not the same as the MP5A4, it has a shorter range due to a shorther barrel inside that built-in suppressor.

By one point or something, no? I didn't mention every little detail (though in some places I did try to! Very Happy )...

The range is shorter by 40m(!). For that reason, the MP5SD5 does not compare favorably to the Silenciada as well, which retains more of the range of its parent (it loses only 15m).
So:
MP5A4 - 175m
FAMAE SAF - 165m
FAMAE SAF Silenciada - 150m
MP5SD5 - 135m

Headrock
Quote:
The MP5N is heavier, and thus harder to 'draw' (compared to the MP5A4), however, like the SOCOM pistol, it is not damaged by water.

Still not a good enough reason to leave it in the contest...

That depends on the environment, as noted for the SOCOM pistol.

All of your comparison is only valid for basic 1.13.
If someone makes a mod where mostly Eastern ammo is available, the SR-47 and the SCAR WP-SV will stick out some more.

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First Sergeant

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199523] Mon, 20 October 2008 15:53 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
The DSR-1 should be able to mount a Rifle LAM.

It took me some time and close study of some pics to recognize that it's bipod is actually mounted onto a Picatinny Rail, but this rail does not have as many serrations as the usual rails have (it looks like only every third is present), but it should still be capable to mount the Rifle LAM, if the Bipod is mounted a bit more to the back.

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First Sergeant

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199524] Mon, 20 October 2008 16:04 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
All of your comparison is only valid for basic 1.13.


Duh! Wink

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Sergeant Major

Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #199598] Tue, 21 October 2008 10:30 Go to previous messageGo to previous message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Headrock
Quote:
All of your comparison is only valid for basic 1.13.


Duh! Wink

I just want you and everybody else to keep that in mind Wink

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First Sergeant

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