E.Y.E: Divine Cybermancy

E.Y.E: Divine Cybermancy

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Complete Weapons Guide
由 Neonetik 制作
A detailed guide to the every single weapon available in the game, including statistics, an explanation of how many of the weapons work, extra little tidbits you may not have known about, and my own personal view on how effective each of the weapons are compared to the others.
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Introduction
Greetings fellow cybermancers! The name's Neonetik. At least, on Steam it is. If that were my real name, I'd have fatally wounded myself a long time ago. So, who am I? I'm just a guy on Steam who likes E.Y.E: Divine Cybermancy, and who likes writing guides on weapons and stuff in videogames, like I have for Far Cry 2 and S.T.A.L.K.E.R.: Call of Pripyat. For what I lack in my understanding of the in-game lore and story, I make up for with my trait of obsessively analyzing in game weapons. If you want to learn more about the weapons in the game, and how effective they are, then you've come to the right place.

E.Y.E is a great game, with a bunch of flaws. It's a fun, varied, and replayable experience, which has several issues that drag it down, and stop it from being perfect. For example, E.Y.E has more than enough weapons with more than enough variety to keep you entertained, but many of them are somewhat inferior compared to other options, or are at least situational. The purpose of this guide is to help guide players into using equipment best suited to their needs, and to help you decide what you want to work towards unlocking.

I've heard E.Y.E be described as "Serious Sam pretending to be Deus Ex", and I find this to be a near perfect analogy to describe the game. The majority of your time playing the game will be dedicated to you killing stuff. You have a tree of skills and abilities, all of which are meant to help you kill stuff. You have an interesting hacking system, which you use to make enemies kill stuff for you. You have a half-baked stealth system, but all it does is serve to give you a break to heal up so you can continue killing stuff. Make no mistake. If you are looking for a stealth game, this is not it.

I also want to thank the people who support the games wikia online, which has taught me many little tidbits over the years about E.Y.E, and which make writing this guide a fair bit easier, since I didn't need to constantly alt-tab my game to check most stuff, though I still had to do that for some parts of the guide with some personal testing and clarification.

Also, a thank you to the glorious people who created all the hilarious pictures I'm about to use, and who at this point are largely impossible to track down and credit properly.

And finally, thank you all so much for the various awards and stuff! I do like buying cosmetic items on Steam with the points I get from them, so just know that your support is much appreciated! I'm just glad you found my work helpful.

Anyway, without further adieu, let's begin the guide!

NeonCybermancer away!

Vital notes about the information in this guide
Before moving onto the weapons, there are a couple of things I need to explain now to ensure the rest of the guide makes complete sense to you. I know this is a lot, but trust me, it'll save you some trouble in the long run.

  • Some of the statistics of the weapons are tailored specifically for the weapon class. So a "fast" shotgun would not necessarily fire at the same speed as a "fast" assault rifle. A "slow" pistol may not actually be all that slow, but just slow compared to other pistols.

  • Sometimes what the game states may be different to what I state. For example, the game states the rate of fire of the B.O.S.C.O sniper rifle is "little", but if you actually use the damn thing, you'll see that, for a sniper rifle, it actually has a really fast firing speed compared to the others, which is what the devs actually said in the posters designed specifically for the weapon that you can find on their website, which I have attached. The weapon posters also list the Rotten Mound's accuracy as being "good", but the game lists it as being "average", so things aren't always consistent between the games description, the developers weapon posters online, and the performance of the actual weapon in game. So even the devs didn't always know what they wanted to say in regards to describing weapons, and often seem to contradict themselves. But I do know what I want to say. I know full damn well, and I'm going to say it all.

  • The vast majority of weapons in the game can be used to block bullets. Some weapons, like Katanas, will do this by holding down the right mouse button, but to block with a gun that is able to do so, you'll need to be sprinting with the gun, and THEN hold down the right mouse button. It sounds a lot more cumbersome than it really is. It happens quite quickly, and it may be able to save you in a pinch depending on what weapon you're blocking with, but this usually isn't that useful. Considering the fact that almost all weapons are able to do this, with the exceptions of pistols and... one very particular weapon that will be elaborated on in the guide, the existence of this feature will not be listed among the qualities of individual weapons.

  • This guide will not go deeply into the discussion of the weight of a weapon, due to the fact that several factors and variables contribute to changing how drastically the weight of something influences your character, including your stats, upgrades, ammo carried, armor worn, and all that sort of stuff. This is just a factor you'll have to consider in-game whilst actually playing and upgrading your character in your own way. However, do keep in mind that some weapons weigh a metric ♥♥♥♥-ton (specifically the "heavy" weapons, obviously) and will heavily affect how well you can move. I will also not be going into how to create a weapon, since that in itself is a long and annoying process that largely depends on luck, which already has a million guides on it anyway, one of which I attached to this guide in the tips and tricks section.
Enemies, armor, and you
The world of E.Y.E has many enemies. You have common humanoids, little raptor like aliens, angel-looking ladies, robots, sentries, werewolves, choppers, giant ♥♥♥♥-off monsters that look like the bloody DOOM cyberdemon, and doors. Yes. Even the doors want you dead. All these things will want to kill you, and the only way to stop them is to kill them first. To do this effectively, there's one thing you need to learn about. One thing that COMPLETELY changes which weapons become effective, and which become useless.

Armor.

Like the player, some enemies also have armor, but it's a bit different than what you may expect. See, the thing is, instead of enemy armor just slightly increasing how much damage an enemy can take, what it does is make them practically immune to all weapons that lack an armor piercing quality. Well, maybe "immune" is too strong a word, but it will quite literally make the difference between needing 2 shots to take something down, versus needing 200. That is not an exaggeration. Some high level enemies will take hundreds of bullets and shrug it off like it's nothing, but blast em with a couple of armor piercing shots, and down they go. Though this isn't as big of a deal with many of the smaller enemies with minor armor that can still be taken out with most weapons without much trouble, the bigger enemies with heavy armor become a serious issue. As such, using weapons without armor piercing rounds on enemies with heavy armor is EXTREMELY ill-advised. Is it possible to take them down without armor-piercing weapons? Sure. But be prepared to take a lot of damage and spend a lot of time, ammunition, and effort trying.

Now, some of you may be asking, if using a weapon without armor-piercing rounds is going to suck so much, why would I bother with them at all? Why not just use armor piercing stuff the entire time? Well, the way weapons are balanced around having armor piercing rounds is generally by having a low clip size, and a low fire-rate. As such, for the majority of the game, since enemies with armor are the minority, these weapons are not as effective as those with high clip sizes and high fire-rates. Besides that, even within this minority of enemies with armor, a few of them are not usually super dangerous enemies to begin with, like the Scrabouillors. That said, against Deux Ex's and Interceptors, it's nothing short of suicide attacking them with non-armor piercing weapons.

As a result, because of how drastically this one factor changes a weapons performance, beyond all the traditional categories of weapons, it can also be beneficial to consider all weapons into 2 further categories. Those with armor piercing rounds, and those without.
Melee
Melee weapons in E.Y.E divine cybermancy are more useful than one might expect them to be. Having a weapon that doesn't require reloading and can kill fairly quickly is actually pretty helpful in a game where there can be dozens of weak enemies in one area at any given time. All Melee weapons can block by holding down the right mouse button, and all can charge a critical attack by holding down the left, which does a lot of damage. Keep in mind, blocking does take up valuable energy, and can often be more trouble than it's worth. Melee weapons are also capable of "backstabbing" enemies, which, if they are caught unaware, is an instant kill on anything. Even Interceptors (choppers), as silly as that sounds. However, this isn't that helpful, seeing as, like I mentioned before, E.Y.E is more of an action game pretending to be a RPG than anything else, so backstabbing is not an all too common occurrence compared to basic face-shooting.

Facere Mortis Katana
  • Armor piercing
  • 95-125 damage per strike
  • Space occupied: None
Ah yes. The Katana. Your character and it are inseparable from one another. Not because they love it so much. I mean this quite literally. You can't un-equip this thing. This is your ultimate backup weapon. It takes up no space in your inventory, and doesn't really have any special qualities. It can be decent for clearing out trash, but the damage leaves something to be desired. Though it pierces armor, the low damage makes it somewhat ineffective against high HP enemies, but it will still take out Scrabouillors (flying sentry type enemies) and Sentries when your other guns aren't up to the task. Still, it can block bullets and does kill things, if not very effectively. Its role is that of a backup tool, and it does that reasonably well. I can't complain about a weapon that takes up no space and pierces armor, honestly. Plus, the charged strike will kill most basic enemies in one shot, so it's quite a nice thing to have.



Katanas (Dual)
  • Can be duel wielded with a BK 13 and a Bear Killer 444
  • Faster swing speed
  • Armor piercing
  • 95-125 damage per strike
  • Space occupied: 1x4 squares
Hey everyone! Did you like the basic katana? Well, how about 2! Enter the Dual Katanas, an interesting pair of weapons, comprised of the players Facere Mortis and a Wakizashi. While the damage is identical to the regular Katana, they do swing a fair bit faster. The real benefit of this weapon is that you can equip one of 2 different pistols with it (a single pistol from the Dual BK 13's, or the Bear Killer 444), and dual wield one katana and one pistol at the same time! Awesome, right?

Well, it looks awesome anyway. In reality, pairing a weakish katana with either an equally weak single pistol, or an absurdly strong pistol with a low clip size isn't actually all that practical. Don't get me wrong, you can get away with it for a fair chunk of the game and be fine. That's something that happens with a lot of weapons in this game. But the Katanas by themselves are not strong, and your choice of pistols is limited to half of a pair of pistols that are already somewhat unimpressive when together, at least compared to the later game and to some other weapons, and a strong pistol which finds the most use in wide open maps which house the majority of heavily armored enemies, in which melee weapons don't work as well. As a result, cool as this is, it's generally better just to pack a stronger melee and use your weapons separately. Again though, in the early game, it can be fun, though a Damocles and BK 13 combo is generally more effective and even more fun in my eyes. Knock yourself out if you really want to and can find a good situation for these.



Damocles
  • Can be duel wielded with a BK 13
  • Armor piercing
  • 210-245 damage per strike
  • Space occupied: 1x5 squares
Finally, a serious weapon. The Damocles is an energy sword which causes enemies to blow up upon them dying. It's fun. It does far higher damage than the Katana weapons, and will kill most trash in a single shot. As a bonus, you can also dual wield it with a single pistol from the Dual BK 13's. Though again, the value and practically of doing this is pretty questionable, as it is with the Dual Katanas, though the sheer power of the Damocles does make it a more reasonable choice. A single BK 13 does still retain its full-auto capabilities, so you can be a pretty badass sword/gun wielding space ninja if you want to.

As a melee weapon, this is hard to beat. It only takes up 1x5 squares of space, meaning you can take a big gun in addition to it. It swings at the same speed as the basic Katana, but has far more damage. It's nothing special, but it's all around solid, and thus, it's probably the most used melee weapon in the game, with good reason.



Arrancadora
  • Explosions out the whazoo
  • Armor piercing
  • 230-300 damage per strike.
  • Space occupied: 2x5 squares
It is my belief that the value of this weapon can be summarized with a single video (but I'll attach 2 in case one stops working).

https://gfycat.com/EarnestImmediateHammerheadshark
https://www.youtube.com/watch?v=IQZqxfnCSbs

Need I say more?

Alright, alright, let me elaborate. This thing is a beast. It's the most expensive weapon in the entire game, it has some incredibly high stat requirements required to use it, and it is a ♥♥♥♥♥ to find and create. However, this thing does the most damage out of any melee weapon in the game per hit, pierces armor, causes large explosion upon hit that can kill enemies around it, and it's a giant ♥♥♥♥♥♥♥ hammer that's great for pounding looters in their ♥♥♥♥♥♥♥ moron faces. So, is it worth the trouble to get it?

Well... here's the thing. Unless you plan on replaying this game multiple times, researching damn near everything, can tolerate luck with research drops, and are willing to spend ALL OF YOUR ♥♥♥♥♥♥♥ MONEY THAT YOU'VE BEEN SAVING FOR SEVERAL PLAYTHROUGHS TO BUY THIS THING, then chances are, you'll never get to experience this thing. Not only that, but this thing takes up twice the space of the Damocles, making it impossible to carry around any of the big guns with it, plus, it's considerably slower than the Damocles. As a result, in general purpose use, the Damocles is often a wiser choice. That's not to say you can't use this weapon effectively and have fun, but in general, you'll probably be better off with the sword than the hammer.

Of course, all reasoning goes out the window when you realize it's a GIANT ♥♥♥♥♥♥♥ WARHAMMER THAT LITERALLY CAUSES A GIANT ♥♥♥♥♥♥♥ EXPLOSION WHENEVER IT STRIKES SOMETHING, and that all you're really doing compared to using the Damocles is trading a big sword/big gun combo for a REALLY BIG HAMMER/slightly smaller gun combo, which usually isn't that big of a deal, especially since you can carry 2 smaller guns around anyway if you wanted, like the Motra, the Bear Killer 444, or the HS 010, though I honestly feel like that may be too much firepower for any one man to handle.



Conclusion

The devs are huge fans of Warhammer, and it shows through their warhammer type weapon. However, while the Damocles isn't as strong, it is more versatile due to the size and speed of the thing, and which weapon you use will depend entirely on how much of a man you feel like being at that particular moment in time. The Dual Katanas are purely for fun in easier missions, and the basic Katana is an appreciated backup tool for lower level armored enemies in the game.

Pistols
Pistols in E.Y.E would be fantastic pistols in any other FPS game, but a lot of their usability in E.Y.E is a little overshadowed by other guns, apart from 1 exception. Pistols are also incapable of blocking attacks, so don't try that.

Black Crow
  • Fast reload
  • Iron sight
  • 105-124 damage per shot
  • Good accuracy
  • Average rate of fire
  • Wall piercing
  • Heavy recoil
  • Clip size: 13
  • Semi-automatic
  • Space occupied: 2x2 squares
The Black Crow is the first pistol you pick up in the game. It is average in nearly every way. It has average per shot damage, an acceptable rate of fire, decent enough accuracy, a medium sized clip size, heavy recoil, and a fast reload. The only really interesting thing about this gun is that is can also has a wall-piercing ability, which isn't quite as useful as it sounds.

Being such a basic weapon, it can be hard to see what's wrong with it, but the reality is, there are better choices. Even from the start of the game, there's little reason to use this thing when you have tons of other options that work far better in most situations and are just plain easier to use, and it doesn't pierce armor. As a result, this poor little gun gets pushed to the sidelines. Let's just say it's a good thing the game makes this the first gun you can pick up in the cave, otherwise, you'd likely never use it.



BK 13 (Dual)
  • Can be dual wielded with Damocles and Dual Katanas
  • 70-103 damage per shot
  • Average accuracy
  • Fast rate of fire
  • Average recoil
  • Clip size: 40
  • Semi/Fully-automatic
  • Space occupied: 2x3 squares
The BK 13's are an interesting pair of pistols. Key word being "pair". They are the only dual wield guns in the game, and you can even use one of them with the Dual Katanas if you wanted. They don't do quite as much damage per shot as the Black Crow does, are a little less accurate, don't have iron sights, and they take up a bit more space, but what they lack in all these categories, they make up for in clip size and fire-rate. They have a clip size of 40, average recoil, and a fast rate of fire. They also can still fit in a leg slot like the Black Crow. However, the alternate fire-mode of the weapon is where these things begin to shine. When switched to alternate fire, these things become fully automatic, meaning they are capable of some pretty good fast damage.

Unfortunately, like with the Black Crow, these things are a bit outclassed by some of the other starting options you have, specifically the K.A 93, which offers a scope for effective aiming, a higher damage per shot, and better accuracy. Plus, they don't pierce armor. However, these do fit in a leg slot, and do have a higher clip size and fire rate than the K.A 93, and if you want you can take one with the Damocles and be a bad-ass gun/sword dual-wielding space ninja (one that is quite good at clearing out trash and also carry another big gun), and the single pistol with the sword still retains its full auto capabilities, but by themselves, they generally aren't the best choice in normal gameplay. Still, they are leaps and bounds better than the Black Crow, despite the larger size and lower damage per shot, and you can still enjoy using them for a lot of the game without suffering much at all, specifically on close indoor maps, where the range of a rifle wouldn't be that useful, and when firing in full-auto mode, they eat the 40 bullet clip faster than the K.A 93 can eat its 30 bullet clip. Though, to be honest, if I'm looking to eat clips and spam bullets, I'd prefer to just take an HS 010 in those types of situations, but again, these can be pretty fun.



GCTG 222
  • Zoom x1
  • Wall piercing
  • Holographic sight
  • 177-210 damage per shot
  • Good accuracy
  • Slow rate of fire
  • High recoil
  • Clip size: 6
  • Semi-automatic
  • Space occupied: 2x2 squares
Poor little 222. It tries so hard to be relevant, but it suffers from the same fate which fell its previous brethren pistol. I weep for you, GCTG, for no one else will.

The GCTG 222 looks decent enough on paper. It has fairly high per shot damage. About double that of the Black Crow. It also has a neat little holographic sight and zoom which makes it easier to aim with, plus, it can shoot through walls and fires at a decent speed for the type of gun it is. Most basic enemies will fall with 1 or 2 shots. Plus, it's pretty small. Sounds good, yeah?

Nah. Nah it doesn't. See, the clip size is too small, and the rate of fire too low, for this thing to be a good choice in nearly any situation. It's not THAT bad. I'd put it on the same level as the Black Crow really. The sight saves it a little bit, meaning you can use it like a bit of a miniature sniper rifle for trash enemies if you're trying to save as much weight as possible, but the game throws so many enemies at you that a weapon with a higher clip size is generally far more useful, and the wall piercing, again, isn't that helpful. You can rock this thing if you want in the earlier parts of the game, but as a general rule, it's not gonna be a mainstay part of your arsenal, and won't do much against armor.



444 Bear Killer
  • Armor piercing
  • Can be dual wielded with Dual Katanas
  • Wall piercing
  • Iron sight
  • 212-255 damage per shot
  • Perfect accuracy
  • Very slow/slow rate of fire
  • High recoil
  • Clip size: 4
  • Semi/faster semi-automatic
  • Space occupied: 2x3 squares
This is it. This is THE gun. Out of any gun in the game, THIS is the one people talk about. THIS is the gun people remember. Once you have this gun, you have an almost literal hand-cannon in your palm, and nothing can stand in your way. All other guns pale in comparison to the beast that this gun is. Once you have it, you may as well delete the game, because you've already won, and there's no point in continuing.

At least, that's what everyone wants you to think.

Don't get me wrong. The Bear Killer is an absolutely fantastic weapon that EVERYONE should try to get their hands on. It's small enough to fit into a leg slot, and it makes short work of any armored enemy, provided you can hit them enough times. Out of any weapon in the game that you can unlock, this is probably the most important one, as it allows you to carry a main weapon for trash, and it can be used as a side-gun for all the really tough enemies that your main gun can't handle.

But that's just the thing. It's a side-gun. The Bear Killer has 4 shots, a slow firing speed, and a slow reload. Sure, it'll kill most trash in one shot, but the basic assault rifles already kill trash enemies in just a few shots anyway, and have a far higher clip size, less recoil, and are easier to aim with their laser sights and what have you. Can you go through the game with just this weapon? Sure, you could do that with nearly any armor piercing weapon, and you go through the game with almost any weapon if we disregard armored enemies, but if you did that, you'd be handicapping yourself.

The alternate fire, from what anyone can tell, just increases the rate of fire with the gun. It doesn't make it fully automatic, but it does allow you to fire those 4 shots pretty darn quickly. I suppose the drawback is that it doesn't force the gun to reset back to perfect accuracy before firing again, but this is honestly not explained at all, and apart from firing faster, there's no clear difference between the shots.

The Bear Killer is a gun you'll want to have, if only to allow you to use most other weapons without needing to worry about armored enemies, but it's not actually nearly as necessary as everyone seems to think it is, nor as godly. There's another weapon in the game that I believe is more deserving of that title, but we'll get to that when we get to that.



Conclusion

The 444 Bear Killer is one of the most useful side-arms in the game, and everyone should try to get it.
The BK 13's are fun, versatile, and can be effective enough in much of the game, even if they do struggle a bit compared to other full-auto weapons.
The GCTG 222 and the Black Crow are outclassed.
Submachine Guns
Submachine guns act about as you'd expect submachine guns to act in E.Y.E, which is to say, there's some crazy stuff going on here.

HS 010
  • Iron sight
  • 45-85 damage per shot
  • Low accuracy
  • Living embodiment of the very concept of rate of fire
  • Average recoil
  • Clip size: 100
  • Fully/Fuller-automatic
  • Space occupied: 2x3 squares
I'm going just a little off-topic here, but bear with me. I love shotguns. Really, if I'm playing an FPS game, shotguns are almost always my favorite weapons to use. And E.Y.E. has some pretty ♥♥♥♥♥♥♥ good shotguns. I'm telling you this because you need to know how serious I am when I say that is submachine gun is so much fun, that even though some of the shotguns in this game are so fantastic, I will generally turn to this gun before using them if I'm just looking to have fun.

The HS 010 is hilarious. Not because it's bad, mind you, it doesn't make jokes, and the gun is far from being a joke. When you first pick it up and empty the 100 round clip in 5 seconds, you'll probably think "Ok, it's got 100 bullets in a single clip, a high firing speed, and piss poor accuracy by this games standards. Guess it's a spray and pray weapon then!", and you'd be 100% right, but you've just scratched the surface of this thing. For once you press that alternate fire button, you've unleashed the true power of the weapon, and changed your life forever.

See, the alternate fire of this thing increases the fire rate. But not just by a little bit. By a lot. Try making it almost 3 times faster. Now, considering how fast this handheld minigun fires already? Well, you see where I'm going with this. This is not just a spray and pray weapon. This is THE spray and pray weapon. You can fire this thing on "fuller-auto" mode (as it is affectionately referred to) for just under 2 seconds before your entire 100 bullet clip is gone, with hopefully at least 10% of the bullets in the enemy. As a bonus, it also makes a hilarious DRRRRR noise that's supposed to imitate the gun ripping itself apart. Check out this video for a visual demonstration.

https://www.youtube.com/watch?v=UtJh_B4jDrY

So, clearly this weapon has super high DPS and is a great room clearer, so what lets it down?

As I mentioned, it's got piss poor accuracy, which is expected, but to be honest, it's still decent for most of the game, and can actually be useful with a weapon like this. Also, like any other non-armor piercing weapon, it does little more than tickle heavily armored enemies. There is one thing you can do the alleviate this a little bit, and it's to purchase the Targeting System implant, which gives you perfect accuracy with whatever weapon you're using. The sheer amount of firepower this little thing is capable of makes it especially suited to this upgrade, and it will preform a bit better against armored enemies with this than most other non-armor piercing weapons by the sheer volume of dakka it produces at a high speed, but of course, you'd still be better off getting an armor piercing weapon against those types of enemies.

Fantastic little gun, this one.



Motra
  • Silenced
  • Wall piercing
  • Holographic Sight
  • Zoom x1
  • 93-113 damage per shot
  • Good accuracy
  • High rate of fire
  • Low recoil
  • Clip size: 30
  • Fully-automatic
  • Space occupied: 2x3 squares
Oh Motra, you're so fine, you're so fine you blow my mind, ay motra! Ay motra!

No, but seriously, this is a good gun. For a while, this was my go-to weapon, at least until I became a bit more experienced in the game, and I still rather enjoy this thing at times. Across almost all accounts, the Motra is a good weapon. Decent damage, accuracy, clip size, fire rate, it's all good. So, what stands out about it?

Well, 1st, it's small. Only 2x3 squares, so you can fit it in a leg slot if you want, making it probably the most useful general purpose weapon if you wanna use the Arrancadora, as well as being a useful side arm for any other BIG gun. 2nd, it has a holographic sight that can zoom like the GCTG 222 does, except this time it's on a good weapon. 3th and 4th, it's silenced and has wall piercing abilities. If you actually plan on using stealth, then this is a decent enough choice for a main weapon. It's good for near all ranges, and is respectable in pretty much every way.

However, it does have downsides. No armor piercing for one, so it's useless on heavily armored enemies, PLUS the fact that stealth in this game isn't nearly as useful as you might think it is, and most enemies will still spot you as soon as you open fire. That said, if you have the Sensitive Wave implant that lets you see through walls, you can use this gun to at least take out a few enemies quickly and quietly if you make sure other enemies don't see them die. The other downside is that right clicking once using the sight, but then right clicking again uses the zoom effect, and you can't change it so only one of those gets used immediately, which can be a bit annoying if you just wanna use the normal sight and then disable it to quickly deal with enemies, but this can be easily fixed by sprinting after using just the sight. It's a lot simpler than it sounds.

It's nothing too special, but it's decently versatile and all around solid.



Conclusion

Both submachine guns are bloody great weapons against non-armored enemies. Use the HS 010 if you want fun, use the Motra if you want to be more effective.
Assault Rifles
Assault rifles. The bread and butter of any first person shooter game. Well, most of them. E.Y.E is a bit different, and you could completely ignore them if you wanted with no serious ill effect. Then again, you could say that for most of the weapons in the game. Also, they are quite poor against heavy armor. Anyway, let's talk rifles!

Rotten Mound
  • Wall piercing
  • Holographic sight
  • 115-135 damage per shot
  • Good accuracy
  • Average rate of fire
  • Average recoil
  • Clip size: 30
  • Semi-automatic
  • Space occupied: 2x4 squares
It's fair to say that that the Rotten Mound is not a popular weapon, at least among human players. The enemy is a little more fond of it. The name is representative of the gun. The K.A 93 surpasses it by having a little extra damage (though I'm not sure how much of a difference this does against basic enemies, as I'd imagine it'd mostly take the same number of bullets to kill trash as the K.A 93, but it's still a decent chunk) and being capable of firing in full-auto, which is a pretty massive improvement. However, it does have a few positives. Firstly, it has a slightly lower recoil than the K.A 93, which can be tested quite easily with both guns in semi-auto mode. The Rotten Mound also gets more ammo drops (apparently), which doesn't really mean much because ammo drops like candy in E.Y.E anyway, and an armory is never too far away. Finally, the weapon takes up slightly less screen space, which again, isn't really a big deal. The weapon poster suggests that it has a higher range, but I don't believe this factor even exists, and it certainly isn't mentioned in the weapon description in-game. Unless you really value the fact that this gun sounds far more powerful than the K.A 93 (which is honestly a valid reason to choose this over it, since fun is the most important thing), then just go with the K.A 93.



K.A 93
  • Holographic sight
  • Wall piercing
  • 120-145 damage per shot
  • Good accuracy
  • Fast rate of fire
  • High recoil
  • Clip size: 30
  • Semi/fully-automatic
  • Space occupied: 2x4 squares
The most basic weapon in the entire game. It's the same as any other assault rifle in any game, but given just that little extra E.Y.E boost. As such, it's decent. Decent damage, fire-rate, size, capacity. It's just an overall acceptable weapon. It'll be beaten in any single specific area by some other weapon, but it does preform well across most ranges and situations.

However, considering how most of the other weapons are overpowered in their own certain ways, this gun can be overshadowed a bit by other options. I'd generally prefer to take a S6000, Depezador or a B.O.S.C.O over this. Still, it's alright.

Again though, no armor piercing, so useless for heavily armored enemies. Moving on.



S6000
  • Wall piercing
  • Zoom x2
  • 26-90 damage per shot
  • Very high accuracy
  • Very high rate of fire
  • High recoil
  • Clip size: 100
  • Semi/fully-automatic
  • Space occupied: 2x4 squares

The S6000 is a strange gun, but it's also quite a good one. It has a high clip size of 100, which is great. It has a high accuracy, which is good, but the biggest thing about it is the 2x zoom feature it has, which means it can zoom an absurd distance away, and also highlight enemies for far easier spotting and shooting, which is a feature very few weapons have. However, the damage per shot is kinda pitiful. Again, however, enemies die so quickly in this game that it isn't a huge deal to have a low damage per shot if you fire quickly, and this gun DOES fire quickly, but that high clip size and faster firing speed doesn't mean as much when it takes more bullets to kill enemies.

It attempts to be the middle ground between a sniper rifle and an assault rifle, and succeeds. The high zoom and high clip size are both very useful, and let the gun excel in both close and long range alike, and the accuracy makes it quite good for doing what it's supposed to do. It's also a fair bit lighter than the other 2 assault rifles, which is quite a nice added bonus.

It's a good weapon, though not against heavy armor, and it struggles a bit more against light armor than the other assault rifles, due to how armor works. For basic trash though, yeah, it'll do you well, though I would recommend investing in getting the Targeting System implant if you plan on using this, as it helps a ton with actually hitting enemies far away. That said, using the semi-automatic mode can work fine as well for basic enemies.



Conclusion

The S6000 is versatile, and is the most effective and useful out of the 3 assault rifles due to its long range ability and fantastic potential for bullet spam at all ranges, The K.A 93 is an acceptable weapon, though overshadowed by other options. Only go for the Rotten Mound if the extremely minor benefits really appeal to you, or you're looking for a far more satisfying shooting sound. I'd totally respect your decision either way.
Shotguns
E.Y.E has some of the best shotguns I've ever seen in videogames, all of which are near useless against heavy armor (deus ex ect). Shotguns fire several pellets per shot, the amount of which varies between each gun, all of which do a small amount of damage individually, but a lot together.

However, I'm going to be fully transparent here, and say that I have some confusion as to how the damage system for these things work. The game measures it in "G"s (Grains? Gauge?), which I assume are pellets, considering how low the damage values are for them and that I can't think of anything else it could be accurately referring to.

Let's discuss these boomsticks.

Depezador
  • 10 pellets per shot
  • Iron sight
  • 32-45 damage per g
  • Average accuracy (High for most FPS's)
  • Average rate of fire
  • High recoil
  • Clip size: 32
  • Semi-automatic
  • Space occupied: 2x4 squares
32 shells. You get 32 shells in a clip. And it's accurate enough to hit a fly on the moon.

WHAT THE HELL KIND OF A VIDEOGAME SHOTGUN IS THIS?

For a videogame shotgun, it's exceptional in near every way. There's almost nothing to say about this weapon, because it's just all around good. You can depend on the Depezador. For trash enemies, it'll kill most things with one shot, it's quite accurate at long ranges (think the original Doom shotgun), and you hardly have to carry any clips of ammo for it, since there are 32 shells in each one. If you enjoy shotguns, then this is what you want to use.

Just don't use it on armored enemies, cause if you do, you can throw away everything I just said, cuz it'll blow.



CAW Hammer
  • 8 pellets per shot
  • Iron sight
  • 38-54 damage per g
  • Above average accuracy (High for most FPS's)
  • Fast rate of fire
  • High recoil
  • Clip size: 10
  • Semi/fully-automatic
  • Space occupied: 2x4 squares
Compared to the Depezador, this shotgun is much faster, and a bit more accurate, but it has less than one third of the clip size. Many people prefer the Depezador thanks to the clip size, but it's your call. Both are pretty good, though this one is fair bit better at room clearing. Again, don't use it on armor.



Betty Boom
  • 6 pellets per shot
  • Iron sight
  • IN-♥♥♥♥♥♥♥-CAPABLE OF BLOCKING WHAT THE ♥♥♥♥
  • 25-38 damage per g
  • Low accuracy
  • Low rate of fire
  • High recoil
  • Clip size: 2 (but each clip in inventory is actually 6 shells)
  • Double-Barrel Shotgun-automatic
  • Space occupied: 2x3 squares
Double-barrel shotguns are my favorite weapons in videogames, and sadly, compared to the other shotguns, this one falters heavily. That said, I don't hate it quite as much as others seem to.

The Betty Boom has 3 things that it does better than the other shotguns. 1. It takes up less space and can fit in a leg slot. 2. The alternate fire mode allows you to fire both shots at once. 3. Though I know I specifically mentioned that I would avoid discussing weight of weapons deeply in this guide, seeing as how a weapons weight will affect you depends entirely on your own stats and amount of ammo taken and stuff, I feel like the Betty Boom does deserve it mentioned that it is the lightest of all the shotguns by a pretty decent margin, and it is actually a very light weapon compared to all weapons. It's actually lighter than both submachine guns, and the Bear Killer! It weighs less than half the amount of the Depezador and CAW Hammer, and the ammo weighs half as much as the other shotgun clips as well.

The damage is lower than both the other shotguns, so while a single double shot MAY do more damage than what the other shotguns can do on their first shot (depending on exactly how damage is calculated for shotguns, and depending if you hit all the pellets in this extremely close range weapon), literally anything after that will out-damage it in a DPS race. It needs to reload constantly, obviously, the accuracy is normal videogame shotgun tier (unacceptable by E.Y.E standards), it doesn't pierce armor, it only carries 6 shells per "clip" (though the clips are lighter than the other shotguns, it's still a net loss of weight vs ammo compared to the Depezador), and to add insult to injury, this is the ONLY non-pistol gun type weapon that is incapable of blocking. What the ♥♥♥♥. I know it's not even a particularly useful or important feature, but this honestly feels like they tried to make it awful on purpose, or indicates that it used to be in the same class as the pistols or something. I don't know what the hell is going on with this gun. In a game where almost every other weapon is necessarily overpowered, having something that behaves like a normal gun is a bit sad.

However, my recent testing of this weapon indicates that there may actually be more to it than what many seem to think. I tested all the shotguns almost point blank against stationary Kraaks (duel hammer enemies) by hiding in a corner in the final area of the game where they could not get me and could not move, but where I had a perfect view of them and was extremely close, and what I found was that, while both the other shotguns needed dozens of body shots to take down a single Kraak (sometimes up to 80), the Betty Booms alt fire could take them down in just 2-4 blasts. It almost felt like this gun had an insanely high damage multiplier of some sort on the double barrel blast. Plus, the double barrel blast sends enemies FLYING backwards upon death, which the other shotguns don't do. However, when I tested this on armored targets in the HQ against similar controlled conditions, this multiplier didn't seem to exist at all. All the shotguns could take down a Kraak pretty easily with headshots, but only the Betty Boom could do so with relative ease compared to the others when it came to body shots. I honestly have no idea what's going on here, as the rule doesn't consistently apply to all targets.

Even if the above turns out to be some freak isolated incident, I will say this. Despite being objectively inferior to the other 2 shotguns for general gameplay, the Betty Boom is still capable of killing stuff. If you feel like you want to have a shotgun, but already have another big gun in your inventory, then this'll slip right into your leg slot, and can still take care of occasional mooks with that powerful double blast. If nothing else, the Betty Boom is fun, and for that, I still respect it. I do use it from time to time, usually when I'm using the S6000, as it provides a nice bit of niche support towards taking down lightly armored enemies, has a fair amount of spread to contrast the accuracy of the S6000, and also carries more overall ammo than something like the bear-killer does per inventory slot, and is also usable on the run without worrying about accuracy. The double barrel mode also launches map props like cars and stuff, which can be fun at times. It's cool to run around double-barrel blasting enemies that cross my path, flinging them back 30 feet, and taking out assassination targets with it by uncloaking in front of them and giving them some free facial reconstruction surgery. You'd likely be better off taking a different weapon in the leg slot like the Motra or Bear Killer, but if you wanna mix things up and take a shell blasting weapon, this'll do ya. The fact that it weights less than those types of weapons is also a neat bonus.



Conclusion

The Depezador and the CAW Hammer are great, and the Betty Boom kinda blows, possible freak multipliers aside, but can still be fun at times. Those freak multipliers need far more research on them though. Message me if you think you can help!
Betty Boom update
So hey, after literal years of not knowing what the ♥♥♥♥ was up with the Betty Boom... we still don't have an 100% guaranteed answer, BUT, we do have several reasonably good guesses provided by some kind folks on the E.Y.E: Divine Cybermancy discord channel.

I wouldn't normally make this it's own section, but the word limit is tiny here, and I can't add any more to the Shotguns section.

When I originally stated that there seemed to be a damage multiplier of some sort, it seems I may have been correct! Though the actual way it worked was a mystery to me. Here are some of the possible answers, some claims about the game, and bits of information I gathered. Thank you WiserOdin032402, and arb, for your help and support.

  • Weapon stats seem to be baked into the game's source code, so there's no way of actually knowing for sure what's up unless it gets leaked or something.
  • Coding for E.Y.E is a complete mess due to how the game was designed (running a multiplayer map for singleplayer, all A.I basically being glorified multiplayer bots, backstabbing choppers), and that includes armor coding.
  • In game stats aren't always accurate.
  • Using the Betty Boom's alt fire against a heavy armor wearing playing in the BR multiplayer mode can insta-kill them. I almost never played BR due to not having any servers around me, but this is an insane discovery from my point of view. Big points for the Betty Boom!
  • The accuracy damage bonus MAY interact differently between the shotguns.
  • There's some lore about the Betty Boom being used to take down metastreumonic forces. Perhaps there's some form of multiplier against them?
  • It's possible that the coding for the Betty Boom was simply copy pasted, at least partially, from Streum On Studio's previous game, Syndicate Black Ops, which had many of the same weapons that E.Y.E does, some even going by the same name (Like the 444 Bear Killer). In that game, the Betty Boom was far more powerful. It's possible something carried over that messed up how it worked.

In addition, Calsalitra in the comments has raised a few more important points after doing some testing of their own. Copied and pasted comments to maintain accuracy.


引用自 Calsalitra
I read the Betty Boom section and decided to do some tests of my own. I tested on transmutation clones since they're consistent, especially when set to hunt in the Temple. I had 76 accuracy and 67 PSI force when I did this.

I went ahead and tested all 3 shotguns at point-blank range, so I'll leave the information here. The Betty Boom on single-shot used 6 shells/clone on average, while the double-shot used about 2.6 shells/clone on average. The Depezador used 4.3 shells/clone on average, while the Hammer used around 5.66.

Focusing more on the Betty, the double-shot would reliably kill in 1 blast. The 2.6 shell average comes from a few instances where it killed in 2 blasts, and 1 outlier where it killed in 3. This gives the double-blast at most 3x more damage/shell than the single-shot and somewhere between 1.5-2x more damage/shell than the Depezador/Hammer.

What's even weirder is that I did some further tests, and there's something funky with the single-shot too. In Noctis I ran the Betty for a while, and it was able to reliably kill Carnophages in 1 single-shot. I died and started running the Motra, which took 10-15 shots to kill the Carnophages. Based on the listed numbers if the Betty can kill in 1 shot the Motra should kill in 3.

Plus, I tried your Kraak test and the single-shot overperformed there too. It killed on average after 63 shells, while the Depezador/Hammer killed in 52. Based on the listed numbers the average Betty kills should have been nearly double that, and of course the double-shot was being ridiculous and killing in 5.5 shells on average.

After running some other weapons, it's possible that Carnophages are just weak to shotguns. The Depezador/Hammer did enough damage that the Carnophages sometimes exploded, while the other weapons I tested (HS, Motra, K.A) used a disproportionately high amount of ammo to kill them. Particularly good for the Betty since if everything went as expected it would take like 5-8 shells to kill them, and that isn't functional.

I'm going to keep playing around with it. In general I've found that it performs better than I thought it would. The listed numbers compared to other weapons I would expect it to only ever work at point-blank range, but I've found the double-shot to somewhat consistently kill Feds from across New Eden city blocks and the single-shot to kill at distances where some pellets miss. Alt-firing at longer ranges and then closing in while reloading is a solid strategy against lighter enemies.

So yeah, there you go, a list of possibilities as to why the weapon behaves so strangely. I tried tackling a Deus Ex with the double barrel blast, and after dumping like 30 shells into it, it was still standing, so it doesn't seem like they get affected any differently than normal. Oh well.

Anyway, yeah, still not sure as to the full potential of the Betty Boom, but I'm going to keep on rocking it with my S6000, and having tons of fun blasting enemies 50 feet away.
Betty Boom update: Part 2: Revengeance.
So hey, got a little more info from Calsalitra about weapon armor and reasoning behind the bizarre Betty Boom (and other weapon) behavior, based on their testing. Figured it'd be good to just copy paste the comments here for future reference, so, here they are!

引用自 Calsalitra
I've tested out some other weapons, and I've noticed something weird with the BK 13 and Sulfatum too. When using the BK 13 alt-fire against Transmutation clones or Kraaks, they appear to kill much faster than they should. The Sulfatum in particular kills both of them very quickly, killing most Kraaks in less than 20 shots.

Notably, the Betty alt-fire, BK 13 alt-fire, and Sulfatum all use 2 ammo per shot. This is a pattern, although the HS 010 breaks this pattern since I didn't notice anything weird with that ones alt-fire. Regardless, based on this I have a theory on what might be going on here. I'll continue this in a separate comment to avoid going over the character limit.

First, I think that enemy armor does actually work the same as player armor. Player armor seems to simply reduce all incoming damage, and with heavy armor low damage weapons like Depezadors, Hammers, and HS 010s will fail to do any damage. Enemy armor most likely works the same way, and the enemies that are only vulnerable to armor piercing weapons simply have so much armor that nothing else can break through.

Second, I think that the weapons that use multiple ammo per shot calculate their damage differently than shotguns do. Instead of calculating all shots independently of each other, it calculates them as 1 lump sum. The Sulfatum would therefore deal 180-240 damage if both shots hit. I tested this by also using the GCTG against Kraaks, which shares the same damage range and also just so happened to take a roughly similar number of shots to kill.

Applying this to the Betty, I believe that when using the alt-fire the game calculates all 12 shots as 1 lump sum. The Betty would therefore do 300-456 on a shot where all pellets connect. If all bullets receive an accuracy boost and are then combined together, this would further amplify the effect.

This would explain why enemies with middling armor die to the Betty alt-fire so easily, why the BK 13 kills faster with alt-fire than normal fire, and why the Sulfatum kills Kraaks better than the GCTG.

The HS 010 fails to see any benefit either because I didn't test it out enough, because it calculates the bullets independently for some reason because spaghetti code, or because the bullets are weak enough that even combining 2 together fails to break through Kraak armor. The high range on its damage is barely any better than the low range of the BK 13, after all.

To correct 1 thing, I said the Sulfatum kills in a similar number of shots to the GCTG, I didn't do enough tests to say this for sure. What I actually got was the Sulfatum killing generic Kraaks in 11, 15, and 21 shots while the GCTG killed in closer to 25 on the high end. I believe this would be because the Sulfatum averages higher because it has a higher range than the GCTG does, and because it (maybe) receives double the accuracy bonus.

Or maybe I just didn't test it enough. That could also be true.

引用自 Neonetik
That's an interesting and (to my current knowledge) plausible theory as to why the Betty Boom acts so strangely. It reminds me a bit of split damage is Dark Souls, actually, where despite infusing a weapon with an element (like magic or electricity) giving it a higher attack rating (eg, 250 physical attack power+ 250 magic attack power VS just having 450 physical attack power), in practice, you do less damage due to needing to go through 2 separate sets of enemy defence. A lump-sum damage value could very much certainly explain that.

So, assuming that's correct, and to use some extremely simplified values for the sake of ease, if a Kraak had 10 defence, and the Depezador had 11 damage per shot, it would take 10 shots to kill it, whilst if the alt-fire Betty Boom did 15 damage, it would only take 2 shots to kill the Kraak, and maybe the Kraak just has some perfect amount of defence to show this off reliably?

However, though I haven't tested in a while, I have a vague memory of taking down a Deus Ex using a few clips and the targeting implant with the HS 010 on Mars or somewhere, which wouldn't really make sense if the bullets were too weak to pierce armor.

Either I'm mistaken and just remembering incorrectly (possible, it's been a while), or perhaps there's some math involves so enemies always take some damage no matter what. Perhaps the defence/armor value affects weapon damage via some sort of percentage, or maybe there's a rule where at least some damage will always be applied?

引用自 Calsalitra
Alright, one last update for this. Testing the HS 010 more thoroughly against Transmutation clones and Scrabouillers shows that it also is better at dealing with armor using the alt-fire. Against Scrabs the normal fire often took around 50-70 ammo to kill vs alt-fire needing 30-40. Against Trans clones the normal fire took around 100 ammo to kill vs alt-fire 30-40. Performing well here but bad against Kraaks makes sense based on my earlier estimate, since 150+ is pretty high. Firing 2 bullets with separate damage rolls will roll mid very frequently, and with 76 accuracy that puts the most frequent roll at around 160. Accounting for crits in the GCTG test Kraak armor could easily be too high for the HS alt-fire to do anything more than chip damage.

What doesn't help matters is that shooting Kraaks again the alt-fire was weirdly terrible at getting critical hits. It had 0 perfects and few criticals, relative to the normal fire that often got 1 perfect per magazine.

I accidentally deleted a comment while deleting a different one to reword it slightly. Basically, I agree that enemy armor probably has some minimum value. With Kraak armor, I think it didn't have some perfect value for the Betty, assuming my theory is correct the Betty alt-fire is just absurdly strong. 25-38 damage combined together is 300-456, 480-636 assuming that accuracy affects every pellet.

I also estimated Kraak armor. 444 killed generic Kraaks in around 5 shots, which puts them at around 1135-1350. GCTG took around 25 shots to kill, which would average 50 damage down from about 208. I didn't count any tests with perfects but still got critical hits, so the value of roughly 150 could be notably higher. I would guess around 170-180, or whatever armor value results in that much damage reduction.

Sorry for constantly throwing new comments here, but I thought of a method for testing the damage you do. Just shoot the enemy and see how much experience you get. Tried it with the 444 and consistently got numbers around 500, so I'm guessing the EXP is damage x 2, at least on Ghost difficulty. Weapons above a certain threshold get a variable amount, weapons below a certain threshold always get the same small amount.

The exact small amount was arbitrarily different based on weapon, although I don't think the differences mean anything. The BK 13 alt-fire, Betty alt-fire, and Sulfatum gave EXP the way I would expect based on what I tested already. Sulfatum gave an EXP range around 200-300, BK sometimes defaulted to a small amount and sometimes didn't. The Betty alt-fire was weird though, sometimes it gave negligible EXP and sometimes it gave 1000. Sometimes it even gave 2000 or even 3000, which would suggest it somehow did up 1500 damage.

Tons of great info here!
Sniper Rifles
Sniper Rifles are especially useful in a game like E.Y.E that has such huge open areas. All of them are great in their own way. Let's see why.

B.O.S.C.O
  • Silenced
  • Wall piercing
  • Zoom x2
  • 125-165 damage per shot
  • Perfect accuracy
  • High rate of fire
  • Average recoil
  • Clip size: 25
  • Semi-automatic
  • Space occupied: 2x4 squares
If you're having trouble with the game, then this gun is your friend. I hesitate to call any gun "easy mode", but if there's any weapon that makes at least the first half of the game safer, then this is it. It's a sniper rifle that fires quickly, has a long x2 zoom, a high clip size, is silenced, does decent damage, and goes through walls. There's honestly not much more you could ask for in a weapon.

I mean, you could ask for armor piercing, but then you'd just be a spoiled little brat. Be happy that you have this awesome gun at all.



TRK A.D
  • Armor piercing
  • Zoom x2
  • Wall piercing
  • 222-260 damage per shot
  • Perfect accuracy
  • Low rate of fire
  • High recoil
  • Clip size: 5
  • Semi-automatic
  • Space occupied: 2x5 squares
Man oh man, is this a useful gun. If the B.O.S.C.O is meant for trash, this is meant for everything else. This is the first and only weapon you have unlocked at the beginning of the game that has armor piercing bullets. As such, if you lack a Bear Killer, then this is what you'll need to use to kill those pesky interceptors (choppers) and Deus Ex cyberdemon monsters. On maps with lots of armored enemies, this can very easily be your main weapon, and will still allow you to take any weapon that fits into a leg slot for trash enemies, like the Motra or something, which is great. If this weapon didn't exist, stuff like the bear killer would be outright required, but it does exist, and it's great for the parts of the game where you need its power. The high zoom means that long range targets are a non-issue, and most enemies will die in a single shot, minus the big boys I was talking about.

Of course, it's pretty big gun, and each clip only has 5 bullets, and it fires pretty slowly, and reloading is common, all of which adds up to making this a not particularly great weapon at the start of the game, but believe you me, later on, you'll be happy to have this thing when a chopper starts launching rockets at chya.



Hunting Machine
  • Armor piercing
  • Wall piercing
  • Tactical sight
  • 233-270 damage per shot
  • Perfect accuracy
  • Average rate of fire
  • High recoil
  • Clip size: 8
  • Semi-automatic
  • Space occupied: 2x4 squares
Do you remember, when I was talking about the Bear Killer, I mentioned how I felt that the title people gave it of being a godly weapon was better suited to another weapon?

Well, here it is.

The Hunting Machine. It should be clear from the name alone that this is the gun to end all guns. While the Bear Killer is powerful enough to kill a bear, the Hunting Machine can hunt anything.

The first thing you'll notice about the Hunting Machine is that it lacks a traditional sniper scope. This makes it worse for pure sniping compared to the other 2 rifles. But here's the thing. It's still good. And here's the rest of the thing. It's good at everything. The bullets pierce armor, and have high damage. It's not that much more powerful than the Bear Killer, but the Bear Killer was already a powerhouse. What this does have is double the clip size, and capability to carry more ammo. And those 8 rounds it carries? They make all the difference in the world.

See, the Bear Killers 4 rounds are all well and good, but it's not always enough to take down everything, and the reload will ruin you at times. Not only is there next to nothing that will survive all 8 rounds from a Hunting Machine (and 99% of enemies will die in 1), but the difference between having 4 and 8 rounds when fighting common enemies that are constantly coming at you is astronomical. In my Bear Killer description, I described the gun as a side-arm. Well, the Hunting Machine is the main arm, as well as the torso, legs, head, and just about everything else. Once you have this gun, you're set. Done. You don't need anything else. It has enough rounds in a clip, and a good enough tactical reflex sight that makes aiming easy, to make any encounter with any creatures, more than doable.

The lack of a sniper scope doesn't even particularly hurt. In fact, it helps more than anything. It transforms the sniper rifles limited long range use into something acceptable for ALL ranges. You can still snipe enemies from a mile away if you want, though it'll be harder, but honestly, the only stuff that you're using armor piercing rounds for is so big, you don't need a scope. And for all other enemies, tackling them at mid-close range is perfectly fine. The faster firing speed compared to the TRK actually makes it BETTER for fighting a lot of armored enemies. So, does all this make it the best weapon in the game?

No. Despite all these positives that make this a great weapon in almost any situation, having only this weapon can be a bit annoying on SOME maps where enemies come by the dozens nearly every few seconds, and you'll be happier to have a minigun, and the fact is, in much of the game, the B.O.S.C.O or S6000 would probably do you better, considering that they both also kill most enemies in just a few shots, and can do so from a further range. But if you want a weapon that does well the majority of the time, and allows you to save on some weight by only needing one weapon, and not needing to switch weapons on the fly, then this is your gun.



Conclusion

Every sniper rifle is great, but the Hunting Machine reigns supreme. B.O.S.C.O is extremely useful for much of the game though.

Heavy
Here we go. The Heavy weapons. When you absolutely positively got to kill every mother-♥♥♥♥♥♥ in the room, accept no substitutes.

Sulfatum
  • Zoom x1
  • 90-120 damage per shot
  • Low accuracy
  • High rate of fire
  • High recoil
  • Clip size: 500
  • Fully-automatic
  • Space occupied: 3x5 squares
It's a minigun. What more do you want me to say? It's what you'd expect for a videogame minigun in almost every single way. The damage per shot is kinda low (hardly matters), and the accuracy is kinda poor (hardly matters), but it fires pretty darn quickly, and has... wait... 500 BULLETS IN A CLIP!?

Jesus ♥♥♥♥♥♥♥ Christ that's a lot of dakka.

The minigun is pretty good at being a gun that shoots bullets. I know that sounds obvious, but there's really not that much to say. You'll probably not want to carry this thing around if you like moving fast, but if you wanna be a tank and move slowly through levels, exterminating enemies like some sort of murderous robot (E.Y.E: Divine Cybermancy in a nutshell), then this'll do ya. It also has the side benefit of being a pretty effective shield if you block with it, considering its monstrous size. Oh, and it can zoom just a little bit. Incredible.

Downsides include the piss-poor accuracy and lack of armor piercing rounds, though the vast amount of bullets nullifies this issue a fair bit considering how much firepower it has, and how quickly most enemies die, plus the fact that it takes up your entire 3x5 square back space. What did you expect? It's in the "Heavy" category.



Spiculum Ovum
  • Explosive
  • 230-320 damage per shot.
  • High accuracy
  • Low rate of fire
  • High recoil
  • Clip size: 6
  • Fully-automatic
  • Space occupied: 3x5 squares
Welcome to E.Y.E's grenade launcher. Like almost everything else in E.Y.E, imagine a grenade launcher from another game, and go ahead and kick it up a level, and you've got this.

The Ovum launches grenades in less of an arc, and more of a line. These grenades stick to whatever they hit (primarily walls/floors), and detonate based on proximity, which means once enemies get close, it goes boom, and they go boom. The 6 grenade per clip is pretty impressive, the area of effect is fairly large, you can have 18 grenades out at any one time, and though it's a slow weapon, for the kind of weapon it is, it fires more than fast enough. However, it is not without heavy faults.

Firstly, when I said "once enemies get close, it goes boom, and they go boom", I wasn't referring to YOUR enemies. I was referring to the GRENADES enemies, which is everyone. This thing does not discriminate. It hates everyone equally. As such, using it around friendly characters, as well as in any sort of close proximity to yourself, is very much ill-advised, unless you're suicidal that is. You also run the risk of accidentally placing a grenade down a path where you NEED to go. Thankfully, you can shoot the grenade on the ground to blow them up from a distance, but this is both annoying and occasionally difficult to do, and requires carrying another small gun to do so, since this one takes up most of your space. Honestly, the most annoying aspect of this weapon is that it does not have any armor piercing. What the hell. Plus, I hope karma doesn't matter to you, because you'll be killing a whole bunch of innocent creatures in game when you use this thing.

If you like grenade launchers, I suppose this weapon can be fun, but to be honest, I just find it to be far more trouble than it's worth most of the time.



Excidium
  • Explosive
  • Armor piercing
  • Zoom x2
  • 300-370 damage per shot
  • High accuracy
  • Low rate of fire
  • High recoil
  • Clip size: 5
  • Semi-automatic
  • Space occupied: 3x5 squares
The Excidium is a 40mm heavy assault cannon that uses explosive ammo. It bears the nickname of "Monster".

It's well deserved.


The Excidium launches extremely powerful armor piercing shots in an almost straight line that explode with expected results. For some insane reason, it also features a high powered x2 zoom effect, which make it a pretty good explosive sniper weapon, and means it can easily detect enemies, and it is powerful against both large groups as it has an absolutely CRAZY area of effect, and can hold its own against armored foes. Hell, most armored foes won't survive more than a shot or two of this thing and its explosive powers. It's stronger than even the Hunting Rifle in this regard.

However, it largely suffers from the same faults as the Ovum. The rate of fire and magazine size are both quite low, and the potential for self-termination is quite high, though using the Dermal Sheath implant can help make this weapon a little more viable in close range encounters, if still a semi-poor choice. Due to the nature of the weapon, it's also not a fantastic idea to use it in a map where there's lots of scattered small enemies, as it's heavy and can't carry much ammo (not that you need much when every shot is a miniature nuke). The bullets also have a travel time, so hitting moving objects, specifically choppers, from far away can be difficult at times. It also suffers from the same flaws as the Arrancadora, which is to say it can be kind of a ♥♥♥♥♥ to create. However, I consider this weapon superior to the Ovum, simply because the projectiles actually explode as soon as they hit, rather than staying there and detonating 2 minutes later when I realize I missed a shot before while walking across a wall and suddenly realize I'm missing half my health. Despite this pro, the poor critters around the map don't seem to think of it any better than they do of the Ovum. Poor little creatures...



Conclusion

Situational is the best word I can use to describe these WMD's (Weapons of Mass Destruction). Sometimes, they can be useful. Sometimes, they can be suicidal. But usually, they are fun, and if you're playing E.Y.E for anything other than fun, then you're playing it wrong.
Extra
In E.Y.E.: Divine Cybermancy, certain points of the game will become especially heinous. In the last page of the armory, the dedicated weapons who combat these vicious moments in the game are members of an elite squad known as extra weapons. These are their stories. DUN DUN.

(law and order plz no sue plz i haf no money buy food)

Sentry
  • Decent damage per second
  • Decent accuracy
  • High rate of fire
  • No recoil
  • Clip size: Infinite
  • Fully-automatic
  • Space occupied: 1x3 squares
Sentries are pretty fantastic weapons in some ways. Obviously, they work by themselves. All you gotta do is place em, and let them do the work for your lazy butt. They have a vision cone of about 90 degrees in front of them, and once an enemy appears within this vision cone, the Sentry will unleash it's unlimited firepower and turn them into mincemeat. You can carry a few of these things and place em down wherever. You can also carry them while walking and let them kill all your enemies and also act as an extremely unconventional shield!

Also, Sentries are considered something of an ally, and can actually be healed using the medkit. Who knew?



Scrabouillor
  • Decent damage per shot
  • Decent accuracy
  • Good rate of fire
  • No recoil
  • Clip size: Infinite
  • Fully-automatic
  • Space occupied: 2x2 squares
Hey, look, it's a Sentry that flies.

No, but really, that's all it is mainly. It does decent enough damage, though it does take up a fair bit of space, and it basically serves the same purpose as a clone, without costing energy, and generally being a bit harder to kill.

Still, they don't last that long, and do slow you down a bit, so I tend to avoid them. But you can totally release a few at the start of a level just for a little extra firepower and some kicks, since they'll follow you around, but they can also be annoying in some areas, since you can't walk through em.

Also, like Sentries, Scrabouillors are considered something of an ally, and can actually be healed using the medkit. Who knew?



Kinder Grenade
  • Good damage per explosion
  • "It's a grenade" accuracy
  • "It's. A. Grenade" rate of fire
  • "IT'S A GRENADE" recoil
  • Clip size: However many of them you're carrying I mean come on what aren't you understanding here?
  • "I give up. If you don't understand it by now, then you never will"-automatic
  • Space occupied: 1x1 square
Honestly I don't really know why anyone would carry these. I mean, sure, they only take up one square of space each, and sure, they do good damage in a good area of effect, and sure, you can manually detonate them and avoid being hurt by the proximity detonation, but honestly, I feel like any situation where these would be useful would be more suited towards just taking some extra ammo instead.

That said, they can be fun sometimes if you just wanna occasionally throw a grenade into a room here and there. And I guess you you don't wanna carry around a huge grenade launcher, but still want the occasional hand-held bomb to help repaint a room red, then I guess you might like these. I'm glad they exist. Then again, I'm glad everything exists, even if it isn't all that useful.

Also, you can pick up enemies grenades before they explode and throw them back at them! Who knew?



Medkit
  • Negative damage per shot, usually.
  • Perfect accuracy
  • Slowest rate of fire which will get you killed because IT JUST TAKES SO LONG TO RECHARGE ♥♥♥♥♥♥♥♥♥ I NEED HEALTH NOW WHY WONT YOU-
  • No recoil
  • Clip size: Usually not high enough
  • Manually-automatic
  • Space occupied: 1x1 square
Yes. I'm classifying this as a weapon. "But Neon!" I hear you cry, "Aren't weapons supposed to kill things?" Yes, dear reader, yes they are. Aren't you clever? Well, following your astounding and fool-proof logic, this is a weapon. Welcome to E.Y.E. ♥♥♥♥ you.

The Medkit is one of the most important tools in the entire game, and is only unlocked by researching it, which is incredibly easy to do very shortly after you start the game. Once you have it, you can use it to heal yourself using the right click, or to heal your allies using the left click (you'd be surprised at how many people never figure this out and just keep left-clicking). This is pretty much the only way to heal yourself outside of using the Alchemy power, which relies on converting ammo boxes and guns into health, and uses valuable energy to do so, and it is the only way to heal allies. The Medkit needs to recharge between uses, it only charges while you're holding it, and it charges slowly, which sucks, but whatever. At least you have a tool that only helps to save your life.

Ha! PSYCHE! What are you? Some kind of noob? Did you really think it was going to be THAT simple? Wake up. This is E.Y.E. If you use the medkit when it's below a 20 point charge, then it has pretty decent chance to outright POISON whatever it's "healing", which can, and WILL lead to your death. So you better be really careful not to accidentally heal when in a really desperate situation while it's under that 20 point charge, which is exactly the sort of situation where you wouldn't be looking at the charge amount and would just be trying to quickly heal and stay alive. :^)

Also, for some really ♥♥♥♥♥♥ up reason, it's extremely heavy for a 1x1 square item. Who knew? Once again, welcome to E.Y.E. If you don't like it, go ♥♥♥♥ yourself. Stick to your ♥♥♥♥♥♥ little Alchemy power, you wannabe wizard pansy.



Conclusion

Winners use drugs. Winners use the Medkit.
Sentries and Scrabouillors are useful.
Grenades are fun if not much else.
Additional Tips and Tricks
  • When you reload a weapon, whatever bullets are still in the clip are thrown out. If you seem to be running out of ammo really quickly, this is likely why. If you reload every 3 seconds in other FPS games, you'll need to stop that habit right now, at least while playing this game.

  • When loading ammo into your inventory, you can just click on the clip from the weapon page, and then just click any empty spot in your inventory to make a copy there. There's no need to drag and drop every single clip.

  • If you wanna give any of these weapons a go before being able to acquire them, there is one easy way to do so that actually permits you to use the weapon in game as well, and it doesn't even require any console commands or anything. There's a specific map that's usually on the server list named cm_cu_sermons_003, which can actually spawn all the stat and research restricted weapons and ammo for you to pick up and use, which you can even take back with you to the normal game if you wanted. Granted, the game still doesn't count them as unlocked, and you can't pick up more ammo from your normal game armories until you do unlock them, but this is a perfect map for trying before buying. Once you join it once, you can create a server at any time with this coop mission map, and experiment to your hearts content.

  • There's one point in the game near the middle to the end where, unless you follow a specific conversation pattern with the looters, which you only get one chance to do correctly before making them agro at you, you are forced to hack something. A type of beacon. This thing is practically IMPOSSIBLE to hack unless you have a very high hack level and implants and stuff, UNLESS you follow a VERY SPECIFIC method of hacking (which can take a long time to figure out alone).

    What you need to do is to keep repeatedly hitting the "mask" comment, which lowers the enemy attack power, until it's as low as it can possibly go. This can take a while because the computer will constantly be trying to up their attack while doing this. You need to have quick fingers and repeat this move JUST AS your last move finished. Not before, not 2 seconds after, instantly.

    After getting the enemy down to 0 attack, you attack them once, and then go right back to lowering their attack because by the time your attack is over, the have raised their attack again. It's tedious, but this is seriously the only way. During this time, if your attack is just too low, you can try fitting in a "shield/overflow" to boost your attack, but you'll need to follow the same steps with keeping the enemy at 0 attack.

    I know this sounds really complicated, but honestly it's not. Hacking isn't as hard as people make it out to be, and most hacks can be easily won by doing the same "shield shield overflow attack" combination (if your hack level is decent), but that ONE ♥♥♥♥♥♥♥ SPECIFIC ENCOUNTER is SUCH ♥♥♥♥♥♥♥ GARBAGE and that's basically the only way to win (if you mess up, just quit the interface, you won't lose unless you see yourself getting hacked. I know, it's weird).

    Edit: I don't currently have access to a computer to test this, but I was informed in the comments that apparently "overflow" works even if you do not have any shield defense, so you don't even need to use "shield" in this situation, just overflow and keep going! I'll be sure to confirm this once I can, but hey, that's awesome! Guess the devs just expected you to always have some shield, so it just works.

  • Check out this super informative guide that covers the absolute basics of this game and keeps things simple for beginners.

Closing
Well, there you go. A complete guide to the entire armory of E.Y.E: Divine Cybermancy. I hope I managed to clear some things up about this game and its weapons. If anyone has any suggestions as to extra details that I may have missed regarding weapons, or feel that I treated a weapon unfairly, feel free to leave a comment, and I might consider changing/adding some content within this guide. Keep in mind though, I've thoroughly researched and tested all of these weapons, so you'll need to have some pretty damn good reasons if you want to change my mind. I'm open to any comments though, but please make sure you've read all the vital notes before asking me why I didn't talk about something.

Though I hate to sound like a desperate youtuber, giving this guide a good rating helps keep it easy to see for other people who wanna enjoy the game, so if you think I did a good job, consider taking a second out of your day to click that like button if you think I deserve it for this couple of days of work. Also, if you'll allow me just a little self-promoting, feel free to join my own personal group/curator page.
https://steamcommunity.com/groups/Neonetik
https://steamcommunity.com/groups/Neonetik/curation

If you don't care about the group stuff, or just want some more proof of my quality, check out some of my other guides! I update this list whenever I make a new guide (or just started doing so from the 14th of January, 2021), so yeah, it's all here.
https://steamcommunity.com/sharedfiles/filedetails/?id=2360297302
https://steamcommunity.com/sharedfiles/filedetails/?id=940230128
https://steamcommunity.com/sharedfiles/filedetails/?id=534865078

E.Y.E, above all else, is a game about having fun. Whether or not a weapon is better than another in combat is not nearly as important as how much fun you have using it. The only real exception to this rule is enemies with armor, but I think I've discussed that to death more than enough by now.

You are now ready to tackle at least one aspect of this incredible game.

Always remember, don't panic, don't forget to make sure your legs are ok, and most importantly...

98 条留言
Moon and Star 3 月 20 日 下午 9:28 
Glad to help ^^
Also, if you're curious, encumbrance is much simpler than it appears. The "Speed Malus" label is there to be suitably confusing. It's better to think of the % as a measure of weight.
Every weapon, mag, etc has a static, universal % weight. Everyone has a hard limit of "95%" but also an individual strength-based encumbrance offset (suspiciously equal to the "melee damage bonus"). Stronger characters can carry more total and can carry more before facing speed penalties. And that's it!
Your encumbrance % = (% of Armor and Stuff you're carrying) - (STR encumbrance offset)

Explaining exactly how *speed* itself works on the other hand... well, that's where we run out of simplicity and the differential equations get involved.
Neonetik  [作者] 3 月 20 日 下午 7:21 
That said, if you like, I can add a little comment for the BK section just for you <3.
Neonetik  [作者] 3 月 20 日 下午 7:20 
Hi there! Thanks for the kind comment. Please check the last dot-point in the "Vital notes about the information in this guide" to see why I didn't comment on weight much.
Moon and Star 3 月 20 日 下午 7:13 
Great breakdown of the weapons, though you only touch on one of the most important characteristics: encumbrance. One of the biggest pros of the BK is that it only weighs 4%. The TRK and HM weigh 15% and 13% respectively. Pistol mags are also lighter than rifle mags, so for 40 rounds and gun: TRK runs you 29%, HM weighs 21%, while BK comes in at a mere 13%. It makes a HUGE difference.
[SAVE F2P]pinkecupckes 2 月 12 日 上午 8:49 
I just came looking for guides because I'm a bad at game, and didn't expect at all that I'd see anything that would make it comparable to an SCP article, simply because some people are overly obsessed with double-barreled shotguns in a certain game.LOL:lunar2019piginablanket:
Vanta 2024 年 11 月 13 日 上午 8:48 
I kinda feel like the rotten mound has better armour penetration than the KA93. But that might just be me
Neonetik  [作者] 2024 年 8 月 13 日 下午 11:57 
Buddy, I am only happy to get the info. Added a separate section to the guide with all that stuff in there. Great findings.
Calsalitra 2024 年 8 月 13 日 下午 5:41 
Sorry for constantly throwing new comments here, but I thought of a method for testing the damage you do. Just shoot the enemy and see how much experience you get. Tried it with the 444 and consistently got numbers around 500, so I'm guessing the EXP is damage x 2, at least on Ghost difficulty. Weapons above a certain threshold get a variable amount, weapons below a certain threshold always get the same small amount.

The exact small amount was arbitrarily different based on weapon, although I don't think the differences mean anything. The BK 13 alt-fire, Betty alt-fire, and Sulfatum gave EXP the way I would expect based on what I tested already. Sulfatum gave an EXP range around 200-300, BK sometimes defaulted to a small amount and sometimes didn't. The Betty alt-fire was weird though, sometimes it gave negligible EXP and sometimes it gave 1000. Sometimes it even gave 2000 or even 3000, which would suggest it somehow did up 1500 damage.
Calsalitra 2024 年 8 月 12 日 下午 2:55 
I accidentally deleted a comment while deleting a different one to reword it slightly. Basically, I agree that enemy armor probably has some minimum value. With Kraak armor, I think it didn't have some perfect value for the Betty, assuming my theory is correct the Betty alt-fire is just absurdly strong. 25-38 damage combined together is 300-456, 480-636 assuming that accuracy affects every pellet.

I also estimated Kraak armor. 444 killed generic Kraaks in around 5 shots, which puts them at around 1135-1350. GCTG took around 25 shots to kill, which would average 50 damage down from about 208. I didn't count any tests with perfects but still got critical hits, so the value of roughly 150 could be notably higher. I would guess around 170-180, or whatever armor value results in that much damage reduction.
Calsalitra 2024 年 8 月 12 日 下午 2:42 
Alright, one last update for this. Testing the HS 010 more thoroughly against Transmutation clones and Scrabouillers shows that it also is better at dealing with armor using the alt-fire. Against Scrabs the normal fire often took around 50-70 ammo to kill vs alt-fire needing 30-40. Against Trans clones the normal fire took around 100 ammo to kill vs alt-fire 30-40. Performing well here but bad against Kraaks makes sense based on my earlier estimate, since 150+ is pretty high. Firing 2 bullets with separate damage rolls will roll mid very frequently, and with 76 accuracy that puts the most frequent roll at around 160. Accounting for crits in the GCTG test Kraak armor could easily be too high for the HS alt-fire to do anything more than chip damage.

What doesn't help matters is that shooting Kraaks again the alt-fire was weirdly terrible at getting critical hits. It had 0 perfects and few criticals, relative to the normal fire that often got 1 perfect per magazine.