Home » PLAYER'S HQ 1.13 » v1.13 Combat/Weapon Academy » "Best of the Best" - 1.13 Weapon Comparison Guide
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #222719]
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Tue, 23 June 2009 03:38
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UniversalWolf |
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Messages:140
Registered:June 2009 Location: United States |
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I really enjoyed reading this thread, and found it useful, but I think it would be even more useful to break down the best weapons by ammo type. I find that my weapon choices in the early game are limited by the availability of ammo, and once I get plenty of cash so I can buy as much ammo as I want, I diversify the weapons my mercs use by ammo type, sicking to those types that are most plentiful and come in advantageous loadings: 7.62 NATO, 5.56 NATO, and 7.62 WP. I also use the HK G11 with it's 4.7mm caseless because that ammo becomes plentiful later in the game when the enemy begins dropping G11 PDWs.
Let's start with my favorite ammo: 7.62 NATO. What's the best AR for this ammo? The best MG? The best sniper rifle?
For ARs I think there are three clear contenders in the FN FAL OSW, the HK 417, and the long barrel version of the SCAR-H. The FN FAL OSW is one of the best weapons in the game when you consider how early it appears (I've found one at Tony's on my first visit more than once), the attachments it can take (I use Rifle LAM/Flashlight, Grippod, ACOG Combo, and Trigger Group), it's exceptional range, and it's ready time of 8 (with the above attachments). This version of the FAL is a viable weapon all the way to the end of the game, and in my opinion it outperforms all 5.56 ARs in the areas where it counts most. The only drawbacks are the accuracy of +4, which means it's not an ideal weapon for low-marksmanship scrubs like Flo, the lack of intergral burst fire mode (if it had that, you could replace the trigger group with a rod & spring, which would be utterly evil), and the quickness with which it devours 20-round mags.
The long barrel SCAR-H is just sick - a DMR that's better at being an AR than most ARs. Statistically it can't be beat, and it's performance in the field lives up to those statistics. It's slower to ready than the FAL OSW, but it's more accurate (+6) and has much greater range. You can fit it with the same attachments I mentioned for the FAL OSW and use it as an AR, or swap the AGOC Combo and Trigger Group for a 7x Scope and Reflex Sight and use it more as a DMR. The main drawback I've noticed is it's higher action point requirement, which makes it less than ideal for scrubs like Flo and Shank (like all sniper rifles, in my opinon); it's accurate enough, but it takes too many APs for them to get off shots.
The HK 417 fits somewhere between the FAL OSW and the long barrel SCAR-H in almost every category. It's just a solid 7.62 NATO AR.
For sniper rifles I like the SR-25 and the M-21 EBR. The SR-25 has a slightly longer range, but the M-21 has lower AP ready requirements since it can take a retractable stock (they both take Rifle LAM/Flashlights, 10x scopes, and the rest of the best attachments you would expect). Neither of these is a great choice for your untrained Flos and Shanks because they don't have enough action points to use them to their full potential.
For machine guns the clear winner is the HK21E. If you have an Auto Weapons expert with high strength, this may be the way to go. I need to experiment more to see which set of attachments works best for it. It can take the Old Aimpoint Projector, which is outstanding, but that prevents you from mounting an ACOG Combo (or any scope). This is one of the best candidates in the game for a Rod & Spring.
Next, how about 7.62 WP? I started using this ammo because it's plentiful and it comes in Match, which is really all I need. Since I began giving about 1/3 of my mercs weapons in this caliber, I've been very satisfied with its performance. The selection of weapons to compete with the 7.62 NATO weapons is much smaller, however. Also, the 7.62 WP is an AR round, not a sniper round.
In the AR category I think there are two clear contenders and one clear winner in the AEK-973 and the long barrel SCAR-WP. The first is a perfectly viable weapon, but it's hampered by its inability to take the best attachments (as most of the WP weapons seem to be), while the SCAR accomodates its usual dazzling array. After using it the game I've found the long barrel SCAR-WP to be an exceptionally good AR. It can't match the range of the SCAR-H, but it's a bit quicker to ready and fire, the round is nice and big, and the 30 round magazine seems like a luxury next to the 20 round 7.62 NATO mags.
I have no experience with the 7.62 WP machine guns, so I can't comment on them.
Next we have the ubiquitous 5.56 NATO round, available in all loadouts and growing on trees for the taking. In general, I don't like this round because it doesn't do enough damage, and none of the weapons that use it seem to have the kind of range I'm looking for. Still, the world is filled with 5.56 ARs, so there's a vast selection, and since they tend to be light, they're probably the best choice for your untrained Flos and Shanks (at least they can lift them!). I'm not even going to try to declare a "winner" in the AR category, actually. There are simply too many choices. The HK 5.56 ARs are all good, as are many of the bullpups and the Galils. One that sticks out to me is the Valmet M82 with its insane 4AP ready cost. That's the kind of thing I'm looking for for my scrubs. Of course there's the long barrel SCAR-L, and that's a decent choice too. But if you're using a SCAR, why use the SCAR-L?
The LMG realm, on the other hand, is where the 5.56 really excels. The round is light enough that your Auto Weapons expert can carry hundreds of them, and the the two contenders for best in category are both outstanding weapons: the ARES Shrike and the HK MG36 RAS. Both of these weapons are light enough and accurate enough to function as ARs. The have just enough range for limited plinking, but they use C-mags and can be used for suppression fire. The Shrike in particular can spray a TON of lead, and I've never been disappointed with its performance. In CQB it's murder. A good merc can slam 6 or 7 rounds into three different targets and still have APs to carry over. If you've never seen a merc fire 50+ rounds in a single turn, this is the weapon to use to check it out. By comparison, the MG36 can't match the Shrike's ROF, but it's got a bit more range, built-in burst fire, and it can take an AR silencer, which is a significant advantage. Both of these weapons are excellent candidates for the Rod & Spring. Both of them have their proponents; after much deliberation, I declare the contest a draw. Try them both, and stick with the one you like best. Or use both, like I do.
Lastly, there are two other significant calibers that deserve some mention: the 5.45 WP and the 6.8 SPC. Both of these suffer from a lack of Match loads (not to mention subsonic loads). The 5.45 in particular is disappointing on this front, considering how many weapons there are that use it. It seems to have all the disadvantages of the 5.56 NATO with none of the advantages. There's one 5.45 LMG, but it's performance is nowhere near the 5.56 LMGs. I found the lack of 5.45 Match loads so hard to believe that I actually spent a long time searching the internet for any sign of such a thing, and came up empty. It's a straight-up military SRAR round, and that's all. Unfortunately in the JA2 world that makes it pretty useless, and all the interesting weapons that use it too (can you say "Abakan?").
The 6.8 SPC, despite it's lack of Match loads (which, unlike the 5.45, I think you could get if you were willing to pay for them), is still somewhat useful. In comparing stats, the Steyr AUG bullpup AR that uses the 6.8 SPC is a cut above any other 6.8 AR. Actually it's performance is as good or better than pretty much any 5.56 AR, even with match loads (comparable range, ready and firing cost, but significantly more damage). It might be a good choice for your low AP mercs. The drawback, of course, is that you have to order ALL the ammo for it, as Deidranna's minions never drop it (that I've ever seen, anyway). All in all, there are probably better choices, like the HK G11. A G11 with a Rod & Spring has the same AP cost for a burst as it does for a single shot. That's awesome. And acquiring 4.7mm caseless is never really a problem. In my last game I ran into Mike at the Drassen SAM site very early in the game. Igor happily killed him and got his G11, and I easily got all the ammo it needed from Tony.
In any case, that's how I see it.
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Sergeant
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #224308]
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Tue, 30 June 2009 06:07
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Jawz II |
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Messages:86
Registered:November 2003 |
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Best weapons: For the all-round grunt I like the FN FAL. I have 2-3 mercs in each squad armed with this weapon. Attachments are usually reflex sight, laser, scope and bipod.
Sniper rifles Erma S-100 or whatever its called is good. PSG-1 for marksmen, or if I want a suppresor attached, the SR-25 knight is almost as good.
FN MAG for MG. Or the PK/Pecheneg.
Sneaky types (Igor, Dmitri, Shadow, etc) get the SCAR-H with long barrel and all the extra bells and whistles, most importantly the AR suppresors.
Sometimes my IMP guy who always has Auto Weapons skill, gets a silenced MP5 in addition to his FN MAG.
Oh, and I always have a heavy weapon guy (Grizzly and Grunty are great)who get RPG-7s.
KABOOM!
Oh yeah, Igor and sometimes another merc in my other squad get the russian 40mm grenade launcher with the 'jumping' round, this is the yellow one with the large blast radius.
Oh and I try to load up the one who can carry them with the disposable RPG-26s, these are the lightweight ones. Just for emergencies.
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Corporal 1st Class
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #224416]
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Tue, 30 June 2009 16:51
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coffeecommander |
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Messages:86
Registered:June 2009 Location: Europe, and pitying you. |
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LogistericcafI found that using a squad of as few as two (one covering the other) night-ops savvy mercs and NO suppressed weaponry causes hordes of foes to run straight into machine gun fire...sure, it's not very subtle, and you're doing nothing but pump out lead...but it works!
you should be fair caf and confess that it 'works' with two of your overpimped
[Updated on: Tue, 30 June 2009 16:53] by Moderator Report message to a moderator
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Corporal 1st Class
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #224775]
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Thu, 02 July 2009 01:37
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arulcopm |
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Messages:9
Registered:July 2009 Location: USA =D |
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how does the TAVOR compare to the C7A2 when you have both of them? the C7 has a ACOG 4x and a TAVOR has a reflex sight that can be combined for an ACOG 4x Combo and both the TAVOR and C7A2 accept it
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Private
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #224777]
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Thu, 02 July 2009 02:05
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UniversalWolf |
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Messages:140
Registered:June 2009 Location: United States |
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Dieter@UniversalWolf: For 5.56 I like the FAMAS G2 as it comes with a bipod (important in HAM) and burst but it doesn't allow for the rifle lam, however it has enough room for relfex, battle, insight, and rod&spring. Second is the HK G41A2 as it has burst and allows the rifle lam. Also the ARES allows for gripod and rifle lam, really nice gun!
I took a long look at the FAMAS. The high rate of fire is intriguing, but I don't think it can take a foregrip, so the burst/auto penalty is too steep for me. It would be solid for CQ engagements though. For 5.56 I start out with a Mini-14 (which is a really good gun early in the game, especially with attachments), then move up to the Valmet M82, MG36 RAS, ARES Shrike, or occasionally the AICW (because the Metal Storm grenade launcher is sweet). All the other 5.56 weapons are more or less the same. They're perfectly functional ARs, but they're just not great at anything. I'd rather have the 6.8 SPC Steyr AUG A3. It has roughly the same range as a 5.56 AR firing match ammo but it does more damage.
For sniper rifles, I've come to prefer the M21 EBR to the SR-25. With a retractable stock it can ready and fire considerably faster.
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Sergeant
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #224824]
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Thu, 02 July 2009 08:21
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usrbid |
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Messages:1506
Registered:December 2008 |
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@SteveO: The Diemaco C7A2 is slightly cheaper, by about $500 than the Tavor TAR 21. The ACOG x4 is $1,600 while the Reflex Sight is $1,400. So you are getting a better deal with the Diemaco, although you may not use the ACOG when you upgrade to a Battle Scope while you can always use the Reflex Sight. Now for guns stats, the Diemaco has an accuracy of 5, so you will get slightly better aiming results with it, as the additional point gets added with each aim click to your chance to hit (CTH) calculation. The Diemaco is also faster to reload (2 AP in 25 AP system Vs 4 AP). Attachment wise the two are identical *except* for the Diemaco which allows a Grippod, which is nice if you want a hybrid between mid and close range. Overall it feels like the Diemaco C7A2 gives the slightly better deal.
@UniversalWolf: Mini-14 with a battle scope is my choice of starting weapon, usually get my first enemy drop in Drassen. Also it is fast to ready, and it takes a folding stock which brings the ready time down even more. I like to give the Auto skill Psychos an AR with Burst so that they won't spend all their APs on a single enemy, as a result the G41 shines because it also takes the rifle lam, so there are some differences, not much though, you are right. I believe the Steyr A3 uses SAP ammo, which makes more damage due to better armor penetration, and it also has a nice sound, but probably you won't get ammo from enemy item drops. Acknowledged on the M21 EBR, APs is everything when you play Insane, less ready AP can save your bacon when changing positions.
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #225113]
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Fri, 03 July 2009 10:23
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UniversalWolf |
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Messages:140
Registered:June 2009 Location: United States |
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Dieter@UniversalWolf: Mini-14 with a battle scope is my choice of starting weapon, usually get my first enemy drop in Drassen. Also it is fast to ready, and it takes a folding stock which brings the ready time down even more. I like to give the Auto skill Psychos an AR with Burst so that they won't spend all their APs on a single enemy, as a result the G41 shines because it also takes the rifle lam, so there are some differences, not much though, you are right. I believe the Steyr A3 uses SAP ammo, which makes more damage due to better armor penetration, and it also has a nice sound, but probably you won't get ammo from enemy item drops. Acknowledged on the M21 EBR, APs is everything when you play Insane, less ready AP can save your bacon when changing positions.
I usually try to get Mini-14s and SKSs at first...at least until I get a Scout Tactical. :ok:
There's a Steyr bullpup AR that fires SAP flechette ammo, and a different one that fires 6.8mm SPC. The first is an interesting weapon with good range, but it doesn't take many attachments. The 6.8 SPC one is a really nice AR with long rails so it can take all the best attachments (Rifle LAM/Flashlight, Grippod, ACOG Combo). If 6.8 match ammo were available it would be one of the best weapons in the game. Of course you have to buy all the ammo for both of them from Bobby Ray, so that's a disadvantage. :uhh:
PS-Lately I've been trying out the HK21E 7.62 mchine gun, and I really like it. The only drawback is the long ready time (20AP), so I'm careful to try to have it raised ahead of time whenever possible.
[Updated on: Sat, 04 July 2009 01:19] by Moderator Report message to a moderator
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Sergeant
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #227857]
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Sun, 19 July 2009 00:51
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DerMoloch |
Messages:3
Registered:June 2009 Location: Muenster, Germany |
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I still don't see the use of bolt-action sniper rifles. I need the same amount of ap's to place an accurate shot, so where do I profit from the double accuracy? Not to mention with the semi-automatics I don't need to spend any ap's for reloading. So most of the time I can fire two shots with the semi-automatic and only one with the bolt-action. Additionally, the 10x scope sight range is too short for the high calibres to profit from their extreme range (I don't forget to use the L Button twice).
Could somebody pleasy explain to me, what I am misunderstanding?
Thank you
Simon
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Civilian
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #227898]
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Sun, 19 July 2009 13:03
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DerMoloch |
Messages:3
Registered:June 2009 Location: Muenster, Germany |
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I'm thinking that you should be able to see what you are shooting at from where you are shooting.
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Civilian
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #228116]
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Mon, 20 July 2009 18:29
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usrbid |
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Messages:1506
Registered:December 2008 |
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Quote:sniper scores a direct hit ?
Not only that, but they'll hit the head too, without seeing the target, wow, quite a feat!! I think the spotters are good for the enemies, if one guy can see your team all heck breaks lose, meaning everyone is emptying their magazines in you. Other than that, I don't like spotters.
Quote:Steyr Scout Tactical
Good weapon for low MRK mercs. It has a build-in bipod (!), and comes with a battle scope as the default attachment. Of course it takes a sniper scope, and I believe even an AR suppressor (at least in WF). You basically get 6 accuracy over the semi auto versions, times 8 aim clicks, it adds up and helps. If your MRK is relatively high e.g. 80 or so, use the semi auto versions instead.
Quote:Dragunovs
With the PSO-1 scope they are not that great, better than a pistol, granted that! Even with a PSO-3 scope they can't see as far as the sniper scope. Nice sound though, big boom, not like the M21 EBR with its plasticy "peff", sound like a little girl coughing...
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #228821]
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Fri, 24 July 2009 04:40
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housellama |
Messages:1
Registered:July 2009 |
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DieterQuote:sniper scores a direct hit ?
Not only that, but they'll hit the head too, without seeing the target, wow, quite a feat!! I think the spotters are good for the enemies, if one guy can see your team all heck breaks lose, meaning everyone is emptying their magazines in you. Other than that, I don't like spotters.
Meh. Considering that a dedicated sniper can shoot 500-1000m without breaking a sweat, I have no problem with it. That you cannot see them is game mechanics, but as far as reflecting real life, being able to shoot 150 tiles away isn't that bad. There have been confirmed kills in the 1.5-2+ km range. THAT'S a long, long way away.
-Tug
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Civilian
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #229216]
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Sun, 26 July 2009 22:09
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Ryft |
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Messages:278
Registered:June 2009 |
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Thanks for this guide, it's been really helpful, though it's not so specific on recommendations that you don't get some amount of choice as well.
Been experimenting with some of the higher-grade firearms using my 6-man primary squad.
I've been exceedingly happy with the Abakan... I had a solid marksman merc take out three of Kingpin's goons with burst headshots in one round. Accurate and fast, for the most part, and the rarity of the ammo hasn't hurt me because the 2-round burst limits the amount of lead you waste. A very economical gun that accepts great attachments.
One merc is using the lighter-weight mortar, which is an amazing piece of equipment. Illumination rounds are amazing for night battles, and shouldn't be overlooked. He carries the ever light and popular Magpul PDR for short range work, and he's only had reason to use it in the last couple fights, and it kicks ass. I should get one for my sniper so that she can enter buildings as well... certainly the heavy weapons guy is doing well close up with this thing. Her OSV-96 is dominating the outdoor areas, though. The Barret M82A2 was working well also, but I think the OSV-96 has a slight edge.
One merc is using the HK417. I've been very pleased with it. Nice range, certainly. As the longer range AR of the group, it seems to function pretty well.
Two mercs are using the Diemaco C7A2, and they seem to perform well. The Abakan, HK417, and C7A2 are all using the same attachments at this point. Grippod, AR silencer, LAM, and ACOG 4x Combo. Given how easily everything seems to be dying, I'm not seeing a huge difference at this point, though I think the C7A2 performs slightly underpar compared to the other two, given its caliber. At short range where autofire is king, is downs things just fine with 3-4 round bursts, but the two mercs carrying them come up at a distinct disadvantage when they need to start taking single aimed shots at distant targets, or those behind stubborn cover. Less accuracy at range, and less stopping power from torso hits.
I've not found a kit to change the SCAR-H that I bought to the SCAR-H-SV, and Bobby Ray doesn't have one in stock. The SCAR-WP SV is ok. The SCAR-H CQC is a solid second tier weapon compared to the HK417.
If I had to change around my primary team, I think I would replace the two C7A2 with another Abakan and another HK417, which would give me one of each in 2-man maneuver teams. Also, I'm going to play around with the semi-auto grenade launcher and see how that dynamic works for me.
***
Side note: Neosted shotgun, buckshot, duckbill, small scope. Flo (and Shank). She's actually doing okay with it! A bit heavy to carry around for her, but if she's camped up on a roof defending a city against oncoming attackers and shoots as they come at her, weight isn't a huge disadvantage. It's only downside is that it's pump action, and she doesn't have the APs to get a shot off every round, but when she shoots at medium/close ranges, she seems to have a better chance than with some other weapons I've tried.
I had a battle with Flo and Ira (who was still at 50-something marksmanship at the time) and a dozen green troops against better than a half dozen elites in the Cambria mine area, at night. There was one green troop survivor (and boy did he get a promotion!), plus Ira and Flo. Despite Flo's marksmanship level, she easily outperformed Ira, who was armed with an MP5 variant of some kind. Flo got a purple heart on that battle, but she stayed her ground against close range elites at night and managed to live to tell the tale. The Neosted is my new scrub-gun for the time being, for this reason.
[Updated on: Sun, 26 July 2009 22:15] by Moderator Report message to a moderator
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Master Sergeant
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #229863]
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Thu, 30 July 2009 14:25
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LumRod |
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Messages:7
Registered:January 2002 Location: Portugal |
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Greetings,
Very nice and thorough guide.
I did have a problem when trying to apply it's suggestions throughout my current run of the game (expert-sci-fi-tons o fguns-BBR(great) ) as many of the weapon upgrades that justify some choices are not available, and when they become available, the referred weapon has long been replaced. With BBR on great, the shop is always behind what your enemies carry, especially if you focus (like i tend to do) on conquering the 3 northern SAM sites and their adjacent cities (Chitzena, Drassen and Cambria.
I wonder if there is a game setting (next step in BBR?) that kind of balances this?
Thanks
[Updated on: Thu, 30 July 2009 14:33] by Moderator Report message to a moderator
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Private
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #229987]
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Fri, 31 July 2009 09:19
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Hodor |
Messages:2
Registered:July 2009 |
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RyftAnd which grenade launcher is the one that uses the skipping grenades? The descriptions are slightly vague on some of the grenade-related items.
RGM-40 Kastet (standalone)
GP-30 Obuvka (can be attached to most AK-type rifles)
GP-25 Kostya (built into the 7.62mm Groza variant)
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Civilian
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Re: "Best of the Best" - 1.13 Weapon Comparison Guide[message #231124]
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Sat, 15 August 2009 23:33
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DerMoloch |
Messages:3
Registered:June 2009 Location: Muenster, Germany |
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I am sorry if I've have overseen this, but do some of the Weapons (like XM8) only work in Sci-Fi mode?
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Civilian
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