Rising Storm/Red Orchestra 2 Multiplayer

Rising Storm/Red Orchestra 2 Multiplayer

65 ratings
RO2/RS Weapons & Vehicle Stats
By Vollerei Seele
There are plenty of weapon guides on Steam, but most of them are just based on personal experience. People may get distracted by sound or animation, and judge by the feeling alone may lead to some false assumption.
Numbers don't lie. So, I made this to give you detailed statistics of weapons in Red Orchestra 2/Rising Storm.
If you find any mistake, please let me know in the comment down below.

Simplified table[docs.google.com] (doesn't include vehicle and throwable)
 
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~ EASTERN FRONT ~
Bolt-action Rifle
Mosin Nagant M91/30
Damage
Fire Interval (Auto)
Bolt Speed (Manual)
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Surpression Power
115
1.1
0.93
4.0 kg
725/850
215/300
0.1
20

Cartridge: 7.62x54mmR
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Stripper Clip Weight
865 m/s
0.370
0.00012
22.86
5
12
0.1235 kg

Reload Speed:
  • Empty: 3.22
  • Each round
    • Open: 0.93
    • Insert: 0.73
    • Close: 1.1

Upgrade:
  • Lv 25: Bayonet
  • Lv 50: None
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
1.4m
110
200

Karabiner 98 kurz
Damage
Fire Interval (Auto)
Bolt Speed (Manual)
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Surpression Power
115
1.1
0.93
3.7 kg
725/850
215/300
0.1
20

Cartridge: 7.92×57mm Mauser
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Stripper Clip Weight
756 m/s
0.390
0.00015
23.5
5
8
0.145 kg

Reload Speed:
  • Empty: 4.28
  • Each round
    • Open: 0.93
    • Insert: 0.73
    • Close: 0.9

Upgrade:
  • Lv 25: Bayonet
  • Lv 50: Remove Sight Hood
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
1.4m
110
200

Clumsy but deathly, they are what you pick when all other classes are already occupied. The Mosin Nagant and the Kar98k are pretty similar in term of stats. Kar98k has more penetration but slightly less accurate, so on and so forth. The differences aren't significant, so just pick which gun feels best to you. I prefer the Mosin because it has more ammo, faster reload and the spike bayonet looks better. (Mosin Nagant is supposed to have slower reload speed than Kar98k, but it is bugged and faster. I will explain it in the last section down below.)
Note that you should always turn manual bolting on. You may feel uncomfortable at first, but it will give you some huge advantages (also explained below ↓↓↓).

There is one more thing to note about these two guns: melee attack range.
Some people said Mosin Nagant has longer range than Kar98k, but they are both the same (1.4m) and deal the same amount of damage (110 poke, 200 charge).

Semi-automatic Rifle
SVT-40
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Posture Recoil Modifier
Surpression Power
115
0.15
3.9 kg
550/680
230/300
0.09
1.65 (Hipped)
1.4 (Shoulder)
10

Cartridge: 7.62x54mmR
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Magazine Weight
840 m/s
0.370
0.0005
22.25
10+1
8
0.4 kg

Reload Speed:
  • Empty: 3.84
  • Half: 2.67
  • Stripper Clip: 4.14

Upgrade:
  • Lv 25: Bayonet
  • Lv 50: High Quality Muzzle Brake
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
1.4m
110
200

Gewehr 41 (Walther)
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Posture Recoil Modifier
Surpression Power
115
0.15
4.6 kg
550/680
230/300
0.09
1.65 (Hipped)
1.4 (Shoulder)
10

Cartridge: 7.62x54mmR
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Stripper Clip Weight
745 m/s
0.370
0.0007
23.4
10
8
0.145 kg

Reload Speed:
  • Empty: 6.04
  • Each round
    • Open: 0.93
    • Insert: 1.07
    • Close: 1.27
  • Stripper Clip: 4.28

Upgrade:
  • Lv 25: Bayonet
  • Lv 50: None
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
1.4m
110
200

Just like the two above, SVT 40 and G 41 are quite similar. But the most critical difference here is ammo count.
G-41 has 7 stripper clips (7 x 5 = 35 rounds) in reserve while SVT-40 has 7 magazines (7 x 10 = 70 rounds), twice as many. On top of that, you also waste one round when reloading a G-41 without an empty magazine. For example, if you fired 2 then reload, you will have to add 3 more to the magazine. The round that already loaded in the chamber will be ejected when you pull the bolt back (it happen to bolt action rifle too, if you don't turn manual bolting off). Unless you have a short life expectancy, you will likely run out of ammo with G 41.
That problem won't happen with SVT 40 because it has a detachable magazine, and you even have one additional round (10+1) because the round in the chamber isn't ejected.
Another advantage of SVT 40 is reloading speed. If you fired 3 or more rounds, but there are still some left in the magazine, both guns use stripper clip (and both lose 1 round, as explained above), reload speed is pretty much the same (numbers above). But if you empty the magazine, SVT 40 will simply replace the emptied with a new one, while G 41 have to insert two stripper clips.

TL;DR: G 41 is by no means a bad gun, but SVT 40 is just a better choice. Unless you are a wehraboo and want to adore superior German engineering.

Both guns get bayonet at lv25 which are identical.
Lv50 SVT 40 with a high-quality muzzle brake is said to have "improved recoil", but I can't find any clue about it in the game files (other guns like PPS 42 does).
Sub-machine Gun
PPSh 41
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Posture Recoil Modifier
Recoil Blend Out Ratior
50
0.066 (909RPM)
3.63 kg
235/300
-85/105
0.06
2.0 (Hipped)
1.75 (Shoulder)
0.75

Cartridge: 7.62×25mm Tokarev
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Magazine Weight
488 m/s
0.116
0.01
12.7
35
6
0.67 kg

Reload Speed:
  • Empty: 4
  • Half: 3

Upgrade:
  • Lv 25: Drum Mag
  • Lv 50: Select Fire Capability
Attachment
Max Ammo Count
Initial Number of Magazines
Magazine Weight
Stick Magazine
35
6
0.67 kg
Drum Magazine
71
3
1.8 kg

PPS 42
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Posture Recoil Modifier
Recoil Blend Out Ratior
50
0.093 (650RPM)
2.95 kg
200/250
-75/75
0.09
2.0 (Hipped)
1.75 (Shoulder)
0.75

Cartridge: 7.62×25mm Tokarev
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Magazine Weight
488 m/s
0.116
0.01
12.7
35
6
0.67 kg

Reload Speed:
  • Empty: 3.71
  • Half: 2.72

Upgrade:
  • Lv 25: Shoulder Stock
  • Lv 50: Extra Magazines (8 Initial magazines)
Attachment
Recoil (Pitch)
Recoil (Yaw)
None
200/250
-75/75
Shoulder Stock
175/200
-65/65

MP 40
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Posture Recoil Modifier
Recoil Blend Out Ratior
50
0.12 (500RPM)
3.97 kg
65/170
-85/130
0.075
2.0 (Hipped)
1.75 (Shoulder)
0.45

Cartridge: 9×19mm Parabellum
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Magazine Weight
381 m/s
0.160
0.0095
14.5
32
6
0.64 kg

Reload Speed:
  • Empty: 3.78
  • Half: 2.58 (3.18 - dual mag)
  • Switch mag: 0.63

Upgrade:
  • Lv 25: Dual 32 Round Mag
  • Lv 50: None

Unlike rifles, each SMG has its own distinctive characteristics.
MP 40 has lower recoil and rate of fire (500 RPM), therefore very controllable. It also more accurate but might lose to other SMGs in a 1v1 situation due to the low firepower.
PPSh 41, on the contrary, not very user-friendly. But once you managed to control that stubborn horse, nothing can beat your little beast at close range (except a hip-firing MG).
PPS 42 is somewhat in between. It's light and versatile, but I'm not a big fan of mediocre.

For conclusion, PPSh is arguably the best SMG in the game. It has the highest potential damage and large magazine capacity. Recoil is an issue, but it isn't really a problem in close combat.
Automatic Rifle
AVT-40
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Posture Recoil Modifier
Surpression Power
115
0.085 (705RPM)
3.9 kg
550/680
-75/75
0.08
1.65 (Hipped)
1.4 (Shoulder)
10

Cartridge: 7.62x54mmR
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Magazine Weight
840 m/s
0.370
0.0005
22.25
10+1
8
0.4 kg

Reload Speed:
  • Empty: 3.58
  • Half: 2.49
  • Stripper Clip: 3.85

Upgrade:
  • Lv 25: Bayonet
  • Lv 50: High Quality Muzzle Brake, 3.5x PU Scope
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
1.4m
110
200

MkB-42 (H)
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Posture Recoil Modifier
Recoil Blend Out Ratio
70
0.1 (600RPM)
4.4 kg
200/300
-45/150
0.095
2.0 (Hipped)
1.75 (Shoulder)
0.65

Cartridge: 7.92×33mm Kurz
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Magazine Weight
646 m/s
0.411
0.0012
18.42
30+1
6
0.64 kg

Reload Speed:
  • Empty: 3.7
  • Half: 2.96

Upgrade:
  • Lv 25: Bayonet
  • Lv 50: 1.5x ZF 41 Scope
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
1.4m
110
200

There are a lot of differences between these two guns. The AVT 40 is stronger and has better accuracy but more recoil and lower magazine capacity. MkB 42, on the other hand, is more controllable but weaker. In fact, people often compare MkB to other SMGs. While AVT is simply a SVT with panic mode.

You can reload them while there is still more than one rounds left in the chamber to get an additional round. It isn't historically accurate, because MkB 42 is an open bolt gun.

They both get bayonet at Lv25 and scope at Lv50.
The ZF-41 on MkB is pretty useless, but AVT gets the standard 3.5x PU sniper scope which makes the gun very useful at long range.

Most people prefer MkB 42 because it's easier to use (and the StG 44). AVT 40 requires more practice and often overlooked but very powerful.
Light Machine Gun
Light Machine Guns have a Role Encumbrance Modifier of 0.35 which mean they're 3 times lighter when carried by Machine Gunners.

DP 28
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Recoil Blend Out Ratio
Posture Recoil Modifier
Surpression Power
115
0.1 (600 RPM)
9.2 kg
55/75
-25/35
0.09
0.075
15 (Hipped)
10 (Shoulder)
10

Cartridge: 7.62x54mmR
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Max Number of Magazines
Magazine Weight
840 m/s
0.370
0.0002
22.23
47
4
6
2.7 kg

Reload Speed:
  • Empty: 3.4
  • Half: 2.88

Upgrade: None

MG 34
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Recoil Blend Out Ratio
Posture Recoil Modifier
Surpression Power
115
0.075 (800 RPM)
12.1 kg
55/65
-25/35
0.07
0.075
15 (Hipped)
8 (Shoulder)
10

Cartridge: 7.92×57mm Mauser
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Max Number of Magazines
Drum Magazine Weight
755 m/s
0.390
0.000175
23.5
50
4
6
2.13 kg

Reload Speed:
  • Empty: 5.02 (4.72 with double drum, 4.58 with ammo belt)
  • Half: 5.02 (4.05 with double drum, 3.84 with ammo belt)

Upgrade:
  • Lv 25: Double Drum Mag - 75 Rounds
  • Lv 50: Belt Feed - 250 Rounds (It's misleading, you got 2 x 150-round belt instead)
Attachment
Max Ammo Count
Initial Number of Magazines
Max Number of Magazines
Weight
Drum Mag
50
4
6
2.13 kg
Double Drum Mag
75
3
5
2.745 kg
150-round Belt
150
2
3
4.44 kg


MG 42
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Recoil Blend Out Ratio
Posture Recoil Modifier
Surpression Power
115
0.05 (1200 RPM)
11.6 kg
50/60
-35/35
0.045
0.075
20 (Hipped)
10 (Shoulder)
10


Cartridge: 7.92×57mm Mauser
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Max Number of Magazines
Drum Magazine Weight
755 m/s
0.390
0.000175
23.5
50
4
6
2.13 kg

Reload Speed:
  • Empty: 4.99 (4.55 with ammo belt)
  • Half: 4.99 (3.81 with ammo belt)

Upgrade:
  • Lv 25: Belt Feed - 250 Rounds (It's also misleading, you got 2 x 100-round belt instead)
  • Lv 50:1 Extra Magazine (Finally, you have the real 250-round belt)
Attachment
Max Ammo Count
Initial Number of Magazines
Max Number of Magazines
Weight
Drum Mag
50
4
6
2.13 kg
Ammo Belt (Lv25)
100
2
4
2.96 kg
Ammo Belt (Lv50)
250
1
2
7.4 kg

Here is an example, among many, of German technical superiority.
MG 34 and DP 28 deal the same amount of damage, pretty similar recoil, but MG 34 fires faster and has more ammo (after upgrade) which make it better for covering fire and area denial.
When you have to conserve ammo, DP's low rate of fire may become somewhat useful, but MG 34 has the semi-auto fire mode to get the job done as well.
The MG 42 is on a different level. With the fire rate of 1200, it's a true monster as long as your teammate keep feeding you with ammo.
Keep in mind that MG barrel heats up over time, try not to break it. It cools down to ambient temperature which usually lows on winter maps, and your gun can fire some more rounds before it breaks down.
Some more detail (Celsius):
  • Red October Factory: -20
  • Stalingradkessel: -20
  • Myshkova River: -20
  • Gumrak: -20
  • Fallen Fighters: -17
  • Mamayev Kurgan: -15
  • Winterwald: -15
  • Rakowice: -10
  • Tula Outskirts: -10
  • Bridges of Druzhina: -10
  • Commissar's House: -7
  • Pavlov House: 4
  • Coldsteel: 12
  • Barracks: 16
  • Apartment: 18
  • Demyansk: 20
  • Gumrak Station: 20
  • Barashka: 21
  • Arad: 22
  • Grain Elevator: 25
  • Station: 25
  • Spartanovka: 35
Most MG has 1 spare barrel, except DP 28.

Handgun
Nagant M1895
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Recoil Blend Out Ratio
Surpression Power
40
0.175
0.79 kg
350/500
-85/130
0.1
0.65
2.5

Cartridge: 7.62×38mmR
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Ammo Weight
305 m/s
0.116
0.011
8.89
7
8
0.0896 kg

Reload Speed:
  • Each round:
    • Open: 0.7
    • Insert: 0.6
    • Close: 1.1

Upgrade:
  • Lv 25: Suppressor (25% of normal loudness)
  • Lv 50: None

Tokarev TT-33
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Recoil Blend Out Ratio
Surpression Power
50
0.15
0.89 kg
500/650
-85/130
0.125
0.65
2.5

Cartridge: 7.62×25mm Tokarev
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Magazine Weight
442 m/s
0.116
0.011
10.16
8+1
6
0.155 kg

Reload Speed:
  • Empty: 3.02
  • Half: 2.52

Upgrade: None

Walther P 38
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Recoil Blend Out Ratio
Surpression Power
40
0.15
0.8 kg
350/500
-85/130
0.125
0.65
2.5

Cartridge: 9×19mm Parabellum
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Magazine Weight
355 m/s
0.160
0.011
10.16
8+1
6
0.155 kg

Reload Speed:
  • Empty: 3.21
  • Half: 2.32

Upgrade:
  • Lv 25: Black Hand Grip
  • Lv 50: None

Mauser C 96
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Recoil Blend Out Ratio
Surpression Power
50
0.15
1.25 kg
600/750
-85/130
0.125
0.65
2.5

Cartridge: 7.63×25mm Mauser
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Stripper Clip Weight
442 m/s
0.116
0.011
11.43
10
6
0.155 kg

Reload Speed:
  • Empty (Stripper clip): 4.13
  • Empty (Magazine): 3.52
  • Half: 2.46

Upgrade:
  • Lv 25: 20 Round Magazine
  • Lv 50: Shoulder Stock, Full Auto Fire
Attachment
Fire Interval
Max Ammo Count
Initial Number of Magazines
Magazine Weight
Stripper Clip
0.15
10
6
0.155 kg
Magazine
0.15
20+1
5
0.415 kg
Schnellfeuer
0.060 (1000 RPM)
20+1
5
0.415 kg

P-38 and M1895 have similar stats and both are weak. They need at least 3 hit to kill if you don't hit the vital parts. The Russian revolver get a suppressor at lv 25 (fun fact, it's the only revolver that can truly be silenced) which may or may not be useful. It reduces 25% of normal loudness, and sound from a suppressed M1895 is relatively small. It may come handy in some situation, but not so great as a sidearm. I recommend you forget about them as soon as TT-33 and C-96 are unlocked.
C-96 is arguably the best handgun in this game. After unlocking full auto fire mode at lv 50, it technically becomes an M712 Schnellfeuer with an insane ROF of 1000 RPM. Not even SMGs can compare to it, let alone other pistols. But that comes with a price: recoil. Hold left mouse for more than 1 second and you will have an anti-aircraft pistol.
TT-33 isn't as powerful as C-96 but still a heavy hitter.
Sniper Rifle
Scoped Mosin Nagant M91/30
Damage
Fire Interval (Auto)
Bolt Speed (Manual)
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Surpression Power
Telescopic Sight
115
1.1
0.93
4.0 kg
725/850
215/300
0.1
20
3.5x PU

Cartridge: 7.62x54mmR
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Stripper Clip Weight
865 m/s
0.370
0.00008
22.86
5
8
0.1235 kg

Reload Speed:
  • Each round:
    • Open: 0.93
    • Insert: 1.07
    • Close: 1.1

Upgrade:
  • Lv 25: 4x PEM Scope Top Mount
  • Lv 50: 4x PEM Scope Side Mount, Bayonet
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
1.4m
110
200

Scoped SVT-40
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Posture Recoil Modifier
Surpression Power
Telescopic Sight
115
0.15
3.9 kg
550/680
230/300
0.09
1.65 (Hipped)
1.4 (Shoulder)
10
3.5x PU

Cartridge: 7.62x54mmR
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Magazine Weight
840 m/s
0.370
0.0003
22.25
10+1
8
0.4 kg

Reload Speed:
  • Empty: 3.84
  • Half: 2.67
  • Striper Clip: 4.14

Upgrade:
  • Lv 25: 6x PEM Scope
  • Lv 50: High Quality Muzzle Brake, Bayonet
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
1.4m
110
200

Scoped Karabiner 98 kurz
Damage
Fire Interval (Auto)
Bolt Speed (Manual)
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Surpression Power
Telescopic Sight
115
1.1
0.93
3.7 kg
725/850
215/300
0.1
20
4x ZF39

Cartridge: 7.92×57mm Mauser
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Stripper Clip Weight
756 m/s
0.390
0.0001
23.5
5
8
0.145 kg

Reload Speed:
  • Each round:
    • Open: 0.93
    • Insert: 0.73
    • Close: 0.9

Upgrade:
  • Lv 25: 6x Zielsechs Scope
  • Lv 50: Bayonet
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
1.4m
110
200

Scoped Gewehr 41 (Walther)
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Posture Recoil Modifier
Surpression Power
Telescopic Sight
115
0.15
4.6 kg
550/680
230/300
0.09
1.65 (Hipped)
1.4 (Shoulder)
10
1.5x ZF-41

Cartridge: 7.62x54mmR
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Stripper Clip Weight
745 m/s
0.370
0.0005
23.4
10
8
0.145 kg

Reload Speed:
  • Empty: 6.04
  • Each round:
    • Open: 0.93
    • Insert: 1.07
    • Close: 1.27
  • Striper Clip: 4.28

Upgrade:
  • Lv 25: 4x ZF-4 Scope
  • Lv 50: Bayonet
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
1.4m
110
200

There isn't much difference between the sniper variant and regular infantry rifles other than spread. Bolt action sniper rifles can't be reloaded from a stripper clip, so ammo have to be inserted one by one. SVT 40 is the only sniper rifle that reloads with stripper clips and magazines (G 41 changes from using stripper clips to loading rounds one by one after upgraded).
I don't have much experience with sniper rifles (my G 41 isn't maxed out yet), so I will leave it for you to decide which is better.
Anti-tank Rifle
PTRS-1941
Impact Damage
Damage
Fire Interval
Weight
Role Encumbrance Modifier
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Posture Recoil Modifier
Surpression Power
125
200
0.3
10.45 kg
0.5
860/1250
-180/180
0.15
6.15 (Hipped)
3.85 (Shoulder)
50

Cartridge: 14.5x114mm
Muzzle velocity
Ballistic Coefficient
Spread
World Penetration
Vehicle Penetration (RHA)
Max Ammo Count
Initial Number of Magazines
Clip Weight
1010 m/s
0.80
0.00012
38.1
36
5
4
1.1 kg


Reload Speed:
  • Empty: 4.17

Upgrade: None

PTRS always guarantees a kill and cause some bloody mess if you use it against infantry, regardless where you hit, making this gun very satisfying to shot. But you shouldn't do that. Not only due to its insane recoil, but also because you have a different job to be done.
You are called anti-tank soldier for a reason. Your job is hunting tank. AT rifle has very few ammo in reserved, you shouldn't waste them with shooting human targets.
To know where to shot with PTRS, I highly recommend you to watch this video.

If you are wondering where is the German AT rifle. I'm so sorry to inform you that the PzB 784(r) in this game is just a captured PTRS. They are completely the same gun.
Heavy Machine Gun (Fixed MG)
Name
Damage
Fire Interval
Spread
Max Ammo Count
Penetration Depth
Suppression Power
MG 34
115
0.075 (800RPM)
0.000175
200
23.5
15
PM M1910
115
0.1 (600RPM)
0.0002
250
22.35
15

HMG has no recoil at all and both MG 34 and Maxim deal the same amount of damage, so the only thing matter here is the rate of fire and accuracy. And MG 34 is clearly better.
But the thing is, you don't have a choice to choose which gun to use. So there is no point in comparing them.
Throwable
Grenade
Name
Fuze Length
Damage
Damage Radius
Vehicle Damage Scaling
Speed
Speed (Min/Max)
Toss Speed (Min/Max)
Weight
M1939 Stick Grenade
4.5
200
10 m
0
14 m/s
12-22 m/s
6-10 m/s
0.62 kg
F1 Hand Grenade
3.2
200
10 m
0
12 m/s
12-20 m/s
6-10 m/s
0.57 kg

As you can see, Russian and German grenades are identical in term of damage, but M1939 is slightly faster which mean it can travel a farther distance (parabolic motion, basic high school physics) but has a longer fuze length and a bit heavier. It also should be noted that the fuze on German grenade start burning as soon as you pull down the string at the bottom. It means you will kill yourself if you hold LMB for too long. Meanwhile, the F1 Hand Grenade only triggered after release LMB (it can be cooked by pressing melee button, MMB by default) gives you plenty of time to aim.

There is a guide claim that F1 grenade has " 28 Fragments Thrown out with same damages as TT-33 Pistol shot to respective parts of the body, self deleting after 30m, at which chance of hitting a human sized target are negligable anyway" and "Stielhandgranate 24: Easily farthest throw, nearly twice as far as F-1 in select situations". It's totally rubbish.
I don't know where did he got that statement, but I have checked game data of both current version (2018) and release version (14/9/2011) illegally downloaded it from the internet, for science purpose only, the damage was a bit lower back then, but there is completely nothing called fragmentation. You stay within the damage radius, you take damage, that's all.
There is no chance in hell a grenade could hurt anybody 30m away from the explosion, and Stielhandgranate do fly farther but nowhere "nearly twice as far as F-1 in select situations". The longer you hold LMB, the faster your grenade, the farther range.

Satchel Charge
Fuze Length
Damage
Damage Radius
Vehicle Damage Scaling
Speed
Speed (Min/Max)
Toss Speed (Min/Max)
Weight
10
500
20 m
1.25
8 m/s
2-10 m/s
2-6 m/s
3.0 kg

There is no difference between German and Russian satchel.
Almost every destructible object (wall, door, etc) within damage radius will be destroyed (players also receive damage as well), except bunkers and object tied to capture zone (Rakowice C, Red October Factory F, etc). It may take several satchels to blow them up unless the charge is placed directly on the target.

Anti-tank Grenade
Name
Armor Penetration
Impact Damage
Damage
Damage Radius
Vehicle Damage Scaling
Speed
Speed (Min/Max)
Toss Speed (Min/Max)
Weight
Role Encumbrance Modifier
HHL 3Kg
75
600
100
4 m
4.0
7 m/s
6-11 m/s
6-9 m/s
3.00 kg
0.25
RPG-40
40
400
115
6 m
4.0
9 m/s
8-12 m/s
6-12 m/s
1.22 kg
0.25

German AT Grenade is heavier but more powerful than its Russian counterpart. They all have a small radius and low blast damage, so you are not likely to kill anyone unless you manage to throw it right in their face. However, they deal 4 times higher damage to vehicles and explode on impact make them very effective for destroying tanks (which is what they are meant for).
Sometimes, even if you directly hit a tank, one AT grenade may not be enough to destroy it which means you have to throw one more to finish it off. That makes satchel is sometimes a better choice because it constantly deals 500x1.25 dmg (roughly 600, just enough to blow up a tank).

In reality, Hafthohlladung (HHL) can't be thrown and detonate on impact like it does in-game. It must be placed directly on the tank then pull the igniter on the rear of the mine to activate the 4.5-second delay fuze.

Smoke Grenade
Name
Fuze Length
Weight
Speed
Speed (Min/Max)
Toss Speed (Min/Max)
Lifespan
NG-39
4.5
0.62 kg
14 m/s
12-22 m/s
6-10 m/s
45
RGD-1
4.5
0.62 kg
14 m/s
12-22 m/s
6-10 m/s
45
Medium Tank
Panzerkampfwagen IV Ausführung G
Health
Max Speed
Vehicle Explosion Damage
Vehicle Explosion Radius
600
42 km/h
100
6 m

Hull Armor:
Front
Front Glacis
Side
Side Overhang
Rear
Roof
Floor
Thickness
50
25
30
10
20
10
10
Hardness
357
357
388
450
347
450
450
High Hardness

Turret Armor:
Front
Side
Rear
Roof
Cuppola
Cuppola Roof
Gun Glacis
Thickness
50
30
30
20
50
9
50
Hardness
357
347
347
347
331
450
357
High Hardness

Main Gun: 7.5 cm KwK 40 L/43 (Reload: 5s), 2.4x Optical Sight
Round
Muzzle velocity
Ballistic Coefficient
Impact Damage
Damage
Damage Radius
Vehicle Penetration (RHA)
World Penetration
Ammo Count
AP
740 m/s
1.8
400
100
1m
117
120
42
HE
550 m/s
2.0
350
11m
20
42
Smoke
740 m/s
2.0
100
0.0002m
3

Hull & Coaxial MG: MG 34, 2.4x Optical Sight
Damage
Fire Interval
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
115
0.075 (800RPM)
0.0007
23.5
150
9

T-34/76 Mod 1942
Health
Max Speed
Vehicle Explosion Damage
Vehicle Explosion Radius
600
53 km/h
100
6 m

Hull Armor:
Front
Side Upper
Side Lower
Side Overhang
Rear
Roof
Floor
Driver Hatch
Thickness
45
40
40
16
40
20
16
72
Hardness
400
400
400
400
400
400
400
340
High Hardness

Turret Armor:
Front
Glacis
Side
Rear
Roof
Thickness
52
65
52
52
20
Hardness
430
400
430
430
400
High Hardness

Main Gun: 76.2 mm F-34 (Reload: 6s), 2.5x Optical Sight
Round
Muzzle velocity
Ballistic Coefficient
Impact Damage
Damage
Damage Radius
Vehicle Penetration (RHA)
World Penetration
Ammo Count
AP
650 m/s
1.55
350
100
1m
85
115
36
HE
680 m/s
2.0
350
11m
20
36
Smoke
550 m/s
2.0
100
0.0002m
5

Hull & Coaxial MG: DT, 2.5x Optical Sight (Coaxial MG)
Damage
Fire Interval
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
115
092 (652RPM)
0.0007
22.23
63
16

There are some other things I didn't include because it doesn't really necessary and will make this table overcomplicated.
Armor thickness and main gun damage are for reference purposes only. The actual penetration mechanism is quite complex.
Armour hardness increase penetration resistance. It will be ignored if the incoming projectile is HEAT (currently there are only AT Grenades).

And as you can see, the T-34 has superior amor (slightly thinner but sloped and hardened). Thus many people consider it better than Panzer IV, which is partially correct. In fact, T-34 has the upper hand in tank vs tank combat, but Panzer IV is a better infantry support vehicle. It got better hull MG and a commander cupola which greatly increases your vision without exposing yourself to sniper fire. Unfortunately, you can't exploit its full potential when driving alone, and it's unlikely you will find a good crewmember in a random match. I still remember a battle in Red October Factory where I played AT Gunner. Enemy tank commander is an experienced player and placed his Panzer in a good position. I hopelessly struggled to approach him, and when I was about to give up, his tank suddenly moves forward to my position and quickly got killed. And later, he said: "F******* noob driver".
Light Tank
Panzerkampfwagen III Ausführung M
Health
Max Speed
Vehicle Explosion Damage
Vehicle Explosion Radius
600
42 km/h
100
6 m

Hull Armor:
Front
Front Sub Glacis
Front Glacis
Side
Rear Lower
Rear Upper
Roof Front
Roof Rear
Floor
Thickness
50
50
26
30
50
53
10
17
16
Hardness
331
331
347
347
331
316
450
347
347
High Hardness

Turret Armor:
Front
Side
Rear
Roof
Cuppola
Cuppola Roof
Gun Glacis
Thickness
30
30
30
10
50
9
70
Hardness
347
347
347
450
331
450
331
High Hardness

Main Gun: 5 cm KwK 39 (Reload: 5s), 2.4x Optical Sight
Round
Muzzle velocity
Ballistic Coefficient
Impact Damage
Damage
Damage Radius
Vehicle Penetration (RHA)
World Penetration
Ammo Count
AP
740 m/s
0.95
350
100
1m
75
100
42
HE
550 m/s
2.0
300
11m
20
42
Smoke
550 m/s
2.0
100
0.0002m
3

Hull & Coaxial MG: MG 34, 2.4x Optical Sight
Damage
Fire Interval
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
115
0.075 (800RPM)
0.0007
23.5
150
9

T-70
Health
Max Speed
Vehicle Explosion Damage
Vehicle Explosion Radius
600
53 km/h
100
6 m

Hull Armor:
Front Glacis
Front Lower
Side
Rear
Engine Deck
Roof Front
Floor Front
Driver Hatch
Engine Deck Grill
Thickness
35
45
15
25
15
10
15
62
10
Hardness
450
450
450
450
450
450
450
350
150
High Hardness

Turret Armor:
Glacis
Front
Side
Rear
Roof
Thickness
70
15
35
35
10
Hardness
450
480
450
450
450
High Hardness

Main Gun: 45 mm M1932/38 20-K (Reload: 5s), 2.5x Optical Sight
Round
Muzzle velocity
Ballistic Coefficient
Impact Damage
Damage
Damage Radius
Vehicle Penetration (RHA)
World Penetration
Ammo Count
AP
760 m/s
1.55
350
100
1m
58
95
34
HE
335 m/s
2.0
300
11m
20
34
Smoke
335 m/s
2.0
100
0.0002m
5

Hull & Coaxial MG: DT, 2.5x Optical Sight (Coaxial MG)
Damage
Fire Interval
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
115
092 (652RPM)
0.0007
22.23
63
16
Armored Transport Vehicle
Name
Health
Armament
Passenger
Max Speed
Explosion Damage
Explosion Radius
Sd.Kfz. 251
1000
MG 34
8
53 km/h
100
6m
Universal Carrier Mk. II
1000
DT
6
48 km/h
100
6m

Vehicle MG
Name
Damage
Fire Interval
Cartridge
Max Ammo Count
Initial Number of Magazines
MG 34
115
0.075 (800RPM)
7.92×57mm
50
24
DT
115
0.092 (652RPM)
7.62×54mm
63
19

I had intended to add armor thickness of these vehicles to my guide. But then, I think it's unnecessary because they are really thin and AT rifle could penetrate every part without any problem.
Despite having toilet paper armor, they actually have more HP than a tank. A single satchel won't be enough to destroy them, and they can endure several AT rifle rounds before turned into a pile of scrap iron. Therefore, when facing them, don't try to destroy the vehicle itself, but kill its passengers instead.
~ PACIFIC FRONT ~
Bolt-action Rifle
Arisaka Type 38
Damage
Fire Interval (Auto)
Bolt Speed (Manual)
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Surpression Power
105
1.1
0.97
3.95 kg
725/850
215/300
0.1
20

Bayonet:
Weight
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
0.7 kg
1.9m
90
150

Cartridge: 6.5×50mm Arisaka
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Stripper Clip Weight
765 m/s
0.526
0.0001
18
5
8
0.145 kg

Reload Speed:
  • Empty: 4.72
  • Each round:
    • Open: 0.9
    • Insert: 0.77
    • Close: 1.1

Upgrade:
  • Lv 25: None
  • Lv 50: 3 Extra Clips

Arisaka Type 99
Damage
Fire Interval (Auto)
Bolt Speed (Manual)
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Surpression Power
115
1.1
0.97
3.7 kg
775/900
215/300
0.1
20

Bayonet:
Weight
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
0.7 kg
1.7m
90
150

Cartridge: 7.7×58mm Arisaka
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Stripper Clip Weight
730 m/s
0.381
0.00015
22
5
8
0.145 kg

Reload Speed:
  • Empty: 4.72
  • Each round:
    • Open: 0.9
    • Insert: 0.77
    • Close: 1.1

Upgrade:
  • Lv 25: None
  • Lv 50: Monopod

Springfield M1903
Damage
Fire Interval (Auto)
Bolt Speed (Manual)
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Surpression Power
115
1.1
1.16
3.9 kg
775/900
215/300
0.1
20

Cartridge: .30-06 Springfield (7.62x63mm)
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Stripper Clip Weight
853 m/s
0.408
0.00015
23.5
5
8
0.145 kg

Reload Speed:
  • Empty: 4.08
  • Each round:
    • Open: 0.9
    • Insert: 0.77
    • Close: 0.93

Upgrade:
  • Lv 25: M1 10 Inch Bayonet
  • Lv 50: M1905 16 Inch Bayonet
Attachment
Weight
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
10 Inch Bayonet
0.25 kg
1.6m
75
110
16 Inch Bayonet
0.45 kg
1.7m
90
150

People often have a hard time choosing between the Type 38 and Type 99. They feel pretty similar in term of performance, but there are still some differences that define characteristics of each gun.
First and the most obvious is the rear sight, Type 38 is simpler, less obstructive and easier to use. It also has higher ballistic coefficient (less drop), smaller spread and somewhat less recoil but who cares about recoil in bolt-action rifles which make it more accurate at range.
Type 38 uses the same muzzle flash as a pistol which is smaller making it harder to be detected.
And another advantage of Type 38 is melee range. Unlike Mosin vs K98 mentioned above, Type 38 is actually longer than the Type 99.

The later model has its own strong point as well. With more powerful cartridges, Type 99 often guarantee 1 hit kill while Type 38 sometime have to rely on bleed out. It also gets a monopod at lv 50 that makes it's easier to rest this gun on a surface (bigger rest deployed check, especially in the down direction) (unlike common belief, monopod doesn't have anything to do with recoil and sway).

Of course, there is always a way around. If you want a gun with the accuracy of Type 38 but deals as high damage as Type 99, then Springfield M1903 is your rifle. The rear sight of M1903 isn't as clear as the Type 38 but better than Type 99 (some may disagree with me). Spread and ballistic coefficient still can't compare to Type 38, but the .30-06 travel faster than 6.5 Arisaka makes it easier to hit moving targets.
M1903 (fully upgraded) also has the same melee range and melee damage as Type 99, but bayonet collision check length of M1903 is a bit shorter (55.75 vs 56.0).
The only downside of M1903 is that it has a noticeably longer bolt speed.
Semi-automatic Rifle
M1 Garand
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Posture Recoil Modifier
Surpression Power
115
0.15
4.3 kg
550/680
-300/300
0.09
1.65 (Hipped)
1.4 (Shoulder)
10

Cartridge: .30-06 Springfield (7.62x63mm)
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
En bloc Clip Weight
853 m/s
0.408
0.0005
23.5
8
8
0.22 kg

Reload Speed:
  • Empty: 2.32
  • Half: 2.64

Upgrade:
  • Lv 25: M1 10 Inch Bayonet
  • Lv 50: M1905 16 Inch Bayonet, Ping Trick (press 6)
Attachment
Weight
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
10 Inch Bayonet
0.25 kg
1.6m
75
110
16 Inch Bayonet
0.45 kg
1.7m
90
120

M1 Carbine
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Posture Recoil Modifier
Surpression Power
65
0.15
2.4 kg
400/450
-250/250
0.09
1.65 (Hipped)
1.4 (Shoulder)
10

Cartridge: .30 Carbine (7.62×33mm)
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Magazine Weight
570 m/s
0.174
0.00085
14.0
15+1
8
0.35 kg

Reload Speed:
  • Empty: 3.84 (2.82 from pouch)
  • Half: 3.26 (2.35 from pouch)

Upgrade:
  • Lv 25: Stock Mounted Ammo Pouch - 10 initial magazine, faster reload from pouch (2 magazine).
  • Lv 50: Bayonet
Attachment
Weight
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
M4 bayonet
0.25 kg
1.6m
75
120

And here comes the symbol for a generation of American fighting men - the M1 Garand. This rifle gives the American a huge advantage in term of firepower. And since it's the only full-powered semi-auto rifle in Rising Storm, American Rifleman seems to be superior to the Japanese counterpart.
However, it only effective at close to mid range. Beyond that distance, M1 Garand hardly maintains its superiority. M1 Garand is less accurate than other rifles, its spread 5 times bigger than the Type 38. And despite having less recoil, firing in semi-automatic makes it harder to control, especially for an inexperienced player. The obstructive iron sight doesn't help either (Aperture sights work great in real life but in game.... not so much)

The M1 Carbine, on the other hand, is a complete disaster.
Better than a pistol but too underpowered as the main arm. It's extremely light and very low on recoil... Well, that's where the pros stop. Big spread, slow muzzle velocity and low damage make this gun utterly useless at long range. Not to mention the toy bayonet which is only good for decoration. The rear sight is also obstructive like the Garand, or even worse. But since this gun mainly used for CQC, it may not be a big of a deal.
Sub-machine Gun
Type 100
Damage
Fire Interval
Weight
Role Encumbrance Modifier
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Posture Recoil Modifier
Recoil Blend Out Ratior
50
0.075 (800 RPM)
3.8 kg
0.8
100/125
-130/130
0.07
2.0 (Hipped)
1.75 (Shoulder)
0.75

Cartridge: 8×22mm Nambu
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Magazine Weight
335 m/s
0.099
0.01
14.5
30
6
1.05 kg

Reload Speed:
  • Empty: 3.55
  • Half: 2.82

Upgrage:
  • Lv 25: Reduced Recoil, "Improved" Sights
  • Lv 50: Bayonet
Model
Fire Interval
Recoil (Pitch)
Recoil (Yaw)
Type 100/44
0.075 (800 RPM)
100/125
-130/130
Type 100/40
0.133 (450 RPM)
100/125
-75/75

Bayonet
Weight
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
Lv 50
0.25 kg
1.5m
80
120

Thompson M1928
Damage
Fire Interval
Weight
Role Encumbrance Modifier
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Posture Recoil Modifier
Recoil Blend Out Ratior
65
0.086 (700 RPM)
4.9 kg
0.7
175/200
-135/135
0.06
2.0 (Hipped)
1.75 (Shoulder)
0.75

Cartridge: .45 ACP (11.43×23mm)
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Magazine Weight
280 m/s
0.205
0.0095
9.5
20
10
0.56

Reload Speed:
  • Empty: 3.81
  • Half: 2.96

Upgrage:
  • Lv 25: 30 Round Magazines, Cutts Recoil Compensator
  • Lv 50: 50 Round Drum Magazines, Foregrip
Magazine Type
Max Ammo Count
Initial Number of Magazines
Magazine Weight
Recoil (Pitch)
Recoil (Yaw)
20-roud Box
20
10
0.56 kg
175/200
-135/135
30-roud Box
30
7
0.8 kg
125/150
-135/135
50-roud Drum
50
4
2.15 kg
115/135
-95/95

From the get-go, the Type 100 is slightly better than the M1928. It fires faster, weighs less and has lower recoil.
But after receive upgrade, Tommy gun become better and better while Type 100 goes downhill. It literately got "downgraded" at Lv 25. From a Type 100/44, it becomes Type 100/40 which is an earlier version with a slower rate of fire and an obstructive rear sight. Despite being more controllable, it inferior to the regular version. Some people tried to overcome the ugly sights by adjusting it to 500m or so, but it can't solve the damage problem. Therefore, almost everyone sticks with the non-upgraded, the bayonet on lv 50 is simply not worth the sacrifice (and it's useless af).
Shotgun
Winchester Model 1912 "Trench Gun"
Damage
Fire Interval
Weight
Role Encumbrance Modifier
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Recoil Blend Out Ratior
Suppression Power
20x9 (multiple pellets)
0.75
3.9 kg
0.75
1250/1500
365/450
0.15
0.75
5

Cartridge: 12 Gauge (00 buck shell)
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Shell
Shell Weight
393 m/s
0.070
0.031
5
6
26
0.032 kg

Reload Speed:
  • Each round:
    • Open: 0.53 (0.9 - empty)
    • Insert: 0.8
    • Close: 1.23 (1.47 - empty)

Upgrade:
  • Lv 25: M1917 Bayonet
  • Lv 50: 5 Extra Shells
Bayonet
Weight
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
M1917
0.45 kg
1.7m
90
150

M12 is the only shotgun in this game. It's tremendously powerful at close and even mid-range. You don't have to take a proper aim with this gun, just point at enemy's general direction and let the magic do the trick.
Unlike many video games, shotgun in Rising Storm has a considerable range, but anything beyond 50m may require some luck to hit.
This gun also benefits from Manual Bolting.
Light Machine Gun
Type 96 LMG
Damage
Fire Interval
Weight
Role Encumbrance Modifier
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Recoil Blend Out Ratio
Posture Recoil Modifier
Surpression Power
105
0.109 (550 RPM)
9 kg
0.4
55/65
50/50
0.1
0.75
15 (Hipped)
9 (Shoulder)
10

Cartridge: 6.5x50mm Arisaka
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Max Number of Magazines
Magazine Weight
735 m/s
0.490
0.000175
18
30+1
7
10
0.6 kg

Reload Speed:
  • Empty: 4.14
  • Half: 3.11

Upgrade:
  • Lv 25: Bayonet
  • Lv 50: 2.5x Scope
Attachment
Weight
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
Lv 25 - Bayonet
0.7 kg
1.9m
90
110
Lv 50 - Scope
0.3 kg
1.9m
110
200

Type 99 LMG
Damage
Fire Interval
Weight
Role Encumbrance Modifier
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Recoil Blend Out Ratio
Posture Recoil Modifier
Surpression Power
115
0.075 (800 RPM)
9.8 kg
0.5
55/65
-40/40
0.07
0.75
14 (Hipped)
9 (Shoulder)
10

Cartridge: 7.7x58mm Arisaka
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Max Number of Magazines
Magazine Weight
715 m/s
0.381
0.00025
22
30+1
7
10
0.65 kg

Reload Speed:
  • Empty: 4.14
  • Half: 3.11

Upgrade:
  • Lv 25: Bayonet
  • Lv 50: 2.5x Scope
Attachment
Weight
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
Lv 25 - Bayonet
0.7 kg
1.9m
75
110
Lv 50 - Scope
0.3 kg
1.9m
90
150

Browning M1919
Damage
Fire Interval
Weight
Role Encumbrance Modifier
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Recoil Blend Out Ratio
Posture Recoil Modifier
Surpression Power
115
0.12 (500 RPM)
15 kg
0.5
60/75
-50/50
0.1
0.75
15 (Hipped)
8 (Shoulder)
10

Reload Speed:
  • Empty: 5.02
  • Half: 4.43

Cartridge: .30-06 Springfield (7.62×63mm)
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Max Number of Magazines
Magazine Weight
854 m/s
0.408
0.00025
23.5
100
2
3
4.23 kg

Upgrade: None

Browning Automatic Rifle M1918
Damage
Fire Interval
Weight
Role Encumbrance Modifier
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Recoil Blend Out Ratio
Posture Recoil Modifier
Surpression Power
115
0.104 (575 RPM)
7.8 kg
0.5
215/250
-300/300
0.095
0.65
4 (Hipped)
2.5 (Shoulder)
10

Cartridge: .30-06 Springfield (7.62×63mm)
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Max Number of Magazines
Magazine Weight
860 m/s
0.408
0.0005
23.5
20+1
11
15
0.65

Reload Speed:
  • Empty: 3.7
  • Half: 2.67

Upgrade:
  • Lv 25: Field Modified Handgrip
  • Lv 50: Bipod
Attachment
Weight
Recoil (Pitch)
Recoil (Yaw)
Role Encumbrance Modifier
Front Grip
0.2 kg
175/200
-200/200
0.6
Bipod
1 kg
110/135
-70/70
0.6

Japanese machine guns are very different from American counterpart. The M1919, like MGs in RO2, is intended to provide sustain firepower. Therefore, it is belt-fed to allow maximum duration of fire. Japanese Type 96 and Type 99, on the other hand, often seen as inferior to M1919 because of the limited magazine capacity and the top mounted magazine obstructs a big portion of the screen on the right side. But it turned out, they are designed to serve a different role.
Type 96 is more accurate, with the scope upgrade at lv 50, it is capable of providing precise burst fire at long range. Firing the same round as the Type 38 (6.5mm), it suffers the same problem of having less hitting power. But unlike the bolt-action rifle, you just have to click LMB one more time to finish the enemy. And the Type 99 is basically a scale up version of Type 96 to fit 7.7mm cartridge, with the same story of damage gained and accuracy lost like the bolt-action rifles. The Japanese are the only nation in the WW2 that had a bayonet attached on LMG which is unlocked at lv 25 they put bayonets on pretty much everything (though it is unlikely you would make any use of them). Japanese MGs also lighter which give them much more mobility.

And finally, we got the BAR which is arguably the most powerful weapon in this game. It is the only LMG capable of firing from shoulder (in fact, it is categorised as Automatic Rifle). It fires full-powered cartridge but unlike the AVT on the Eastern Front, BAR is still controllable and deadly in both close and long ranges. Attachments make it even more powerful by reducing the recoil, it should be noted that BAR only gets benefit from lv 50 bipod when you set the gun up like other LMG.
Pistol
Nambu Type 14
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Recoil Blend Out Ratio
Surpression Power
50
0.15
0.90 kg
350/500
-85/130
0.125
0.65
2.5

Cartridge: 8×12mm Nambu
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Magazine Weight
335 m/s
0.099
0.013
10
8+1
6
0.155 kg

Reload Speed:
  • Empty: 3.24
  • Half: 2.57

Upgrade:
  • Lv 25: 1 Extra Magazine
  • Lv 50: 2 Extra Magazine

Colt M1911A1
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Recoil Blend Out Ratio
Surpression Power
60
0.15
1.00 kg
500/650
-85/130
0.125
0.65
2.5

Cartridge: .45 ACP (11.43×23mm)
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Magazine Weight
253 m/s
0.205
0.013
8
7+1
6
0.2 kg

Reload Speed:
  • Empty: 3.29
  • Half: 2.3

Upgrade:
  • Lv 25: 1 Extra Magazine
  • Lv 50: 2 Extra Magazine

Both Type 14 and M1911 are 2 hit kill. But with a damage of 50, Type 14 sometime need 3 hit or more to take down an enemy while M1911 have more "spare" damage. At long distance, M1911 is slightly better thanks to the high ballistic coefficient, but Nambu round is faster which is more suitable for hitting a moving target but who use a pistol at long range anyway
Sniper Rifle
Arisaka Type 97 Sniper
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Surpression Power
Telescopic Sight
105
1.1
3.95 kg
725/850
215/300
0.1
20
2.5x

Cartridge: 6.5×50mm Arisaka
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Stripper Clip Weight
765 m/s
0.526
0.00008
18
5
8
0.145 kg

Reload Speed:
  • Empty: 4.72
  • Each round:
    • Open: 0.9
    • Insert: 0.77
    • Close: 1.1

Upgrade:
  • Lv 25: Bayonet
  • Lv 50: 4x Fixed Scope, Monopod
Attachment
Weight
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
Bayonet
0.7 kg
1.9m
90
150
Monopod
0.2 kg (Bugged and not included)

Arisaka Type 99 Sniper
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Surpression Power
Telescopic Sight
115
1.1
4.5 kg
(Bugged)
775/900
215/300
0.1
20
2.5x

Cartridge: 7.7×58mm Arisaka
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Stripper Clip Weight
730 m/s
0.381
0.0001
22
5
8
0.145 kg

Reload Speed:
  • Empty: 4.72
  • Each round:
    • Open: 0.9
    • Insert: 0.77
    • Close: 1.1

Upgrade:
  • Lv 25: 4x Fixed Scope
  • Lv 50: 4x Adjustable Scope + Monopod & Bayonet
Attachment
Weight
Melee Attack Range
Melee Attack Damage
Melee Attack Charge Damage
Bayonet
0.7 kg
1.7m
90
150
Monopod
0.2 kg

Springfield M1903A4
Damage
Fire Interval
Weight
Recoil (Pitch)
Recoil (Yaw)
Recoil Rate
Surpression Power
Telescopic Sight
115
1.1
3.9 +0.3 kg
775/900
215/300
0.1
20
2.5x

Cartridge: .30-06 Springfield (7.62x63mm)
Muzzle velocity
Ballistic Coefficient
Spread
Penetration Depth
Max Ammo Count
Initial Number of Magazines
Stripper Clip Weight
853 m/s
0.408
0.00008
23.5
5
8
0.145 kg

Reload Speed:
  • Empty: 4.08
  • Each round:
    • Open: 0.9
    • Insert: 0.77
    • Close: 0.93

Upgrade:
  • Lv 25: M73B1 2.5X Crosshair Reticle (0.3 kg)
  • Lv 50: A1 Marine Variant, Unertl 8X scope (0.6 kg)

Japanese sniper rifles have quite a complex scope. You can learn how to use it here. They have offset scope mount which allows them to use a stripper clip.
The M1903, on the other hand, has an adjustable scope like sniper rifles in the Eastern Front and has much more magnification ratio than Japanese's, but ammo have to be inserted one by one because of the top-mounted scope.
They inherited almost everything from infantry version.
As mentioned before, I'm not a good sniper, so I can't give you any tip about them.
Faction Weapon
M2-2 Flamethrower
Weight
Role Encumbrance Modifier
Fire Interval
Ammo Count
Flame Travel Speed
Flame Lifespan
Max Range
Fuel Tank Weight
Ignition Cartridges
Ignition Burn Time
35 kg
0.15
0.07
105
41.7 m/s
0.65s
25m
12.5 kg
5
11s

The most devasting and feared weapon in Rising Storm. Flamethrower can't be dropped, and you can't pick it up from dead soldiers, so it is exclusive for the Allies.
Everybody knows how to use a flamethrower, so I won't waste our time to teach you how to burn Japs. Just be careful not to burn yourself or a bunch of guys next to you, and keep in mind that your flame can bounce off walls to send your regards to enemies hiding in the corner. A flamethrower has a maximum range of 25m. But to reach that distance, you have to hold left mouse for some seconds (this gun can squirt napalm for up to 7s btw).
Most people don't aware of the existence of a thing called igniter cartridge, probably because few survive long enough to run of out them. In case you don't know what it is, you can watch this video.

Type 89 Grenade Discharger
Weight
Role Encumbrance Modifier
Ammo Count
Damage (HE)
Damage Radius
Muzzle Velocity (Direct Fire Mode)
Range (Indirect Fire Mode)
12.1 kg
0.1
6
250
15m
58m/s
50-190m

Also known as "Knee Mortar", but you should never fire it from a knee.
Type 89 is a remarkably useful weapon and often seen as the counterweight for the US Flamethrower. But unlike flamethrower, knee mortar is capable of rain death and despair to enemies from a completely safe distance. There is no way to dodge a mortar shell. If you heard the sound of it coming, it's already too late, the only thing you can do is pray it doesn't hit you. However, mortar shell can't go through walls or roofs, so you are pretty safe from that predator if you are staying in house or bunker, at least until another shell comes through window.

There are two fire modes.
  • Direct Fire: the default fire mode. There isn't much to say about it, all you need is point at the enemy direction and click the left mouse. Of course, you have to aim high to compensate the shell drop. The further, the higher. There is a way to calculate its trajectory, but I won't show you because it's a complete waste of time. Just practice, and you will know how to estimate the distance.
  • Indirect Fire: and this is where things become interesting. To enter this mode, you have to aim down sight and scroll your mouse wheel. The little number at the bottom right is how far your shell will travel. You may find a guide on Steam said the range of the mortar is incorrect. Well, it was. But that problem was already fixed in April 2014. As of now, "the exact position of impact will still vary slightly (up to around 2 or 3 metres in any direction) due to the projectile's inherent inaccuracy. Additionally, remember that changing your view pitch while using the mortar will change the launch angle of the projectile and therefore its trajectory, which will also impact the effective range."
    To use mortar in indirect fire mode effectively, you must have a good understanding of the map and current situation. I highly recommend you use the overhead map as a basis to estimate your distance to targets and wait for your commander's recon. Spamming nade 20m behind or in front of the object (depend on the situation) is another option if you don't have any possible target.
Don't afraid of firing it at close range, if you die with the enemy(es), it will be counted as an honourable death and doesn't cost your team ticket, and also gives you an extra point. However, think twice before fire it while there are plenty of teammates around. Once upon a time, I was using my mortar in the prone position, then a bloody moron ran over me, and I was sent straight to the main menu. Later, I asked my friend, and he said I had wiped out an entire friendly squad.
Stay away from a light mortar when he is firing unless you want your limb and torso to fly all around the place.

Sword
Weight
Melee Swing Range
Melee Swing Damage
Melee Swing Charge Damage
Banzai Radius Modifier
1kg
1.2m
70
200
1.2

GLORIOUS NIPPON STEEL FOLDED OVER 1000 TIMES SLICE METAL INTO HALF... Just joking.
This weapon is available for Japanese Squad Leader (SL) and Commander (TL). And yes, it has less damage than a bayonet, but katana deal swing damage that cut through targets (plural) which makes it very easy to hit vital parts. It also capable of cut off limbs or decapitate people.
Another merit of bringing a sword to a gun fight is banzai charge bonus (by the way, I'll also explain how banzai charge work). When a Japanese soldier sprinting while holding melee attack, it will trigger a banzai charge. It has a radius of 5m at which banzai charge is effective, multiplied by the number of banzai chargers (5 maximum). If there is any player wielding katana, the banzai radius will be multiplied furthermore by 1.2. It means the maximum range of effect is 5x5x1.2=30m achieved when there are 5 banzai chargers and at least 1 holding a katana. Note that more katana won't give you more bonus.
While charging, banzai chargers have a Stamina Modifier of 0.75 and Damage Modifier of 0.25 which means your stamina loss rate is 25% slower and receive 75% less damage on non-critical hit zones. Banzai chargers also suppress nearby American soldier. If your legs are damaged while in banzai, negative effects only applied after you get out of banzai. So, shooting at their legs isn't a good idea to stop a banzai charge.

Therefore, according to the scripting (RSGame/RSPawn.uc, if you ask me where), having more teammates banzai with you only multiply the area of effect, your damage resistance won't be increased. And as mentioned before, in theory, banzai charge only reduce damage on non-critical zones. But there are many reported cases of surviving a headshot while charging (I also have experienced it myself).
Because of that insane damage reduction, don't try to shoot a banzai charger, unless you have an automatic weapon such as BAR, SMG or shotgun. The most effective way to counter a banzai charge is to burn them to death with a flamethrower (in action mode, targets won't be set on fire unless their health is very low, so flamethrower is utterly useless, but no one plays action mode anyway). If you don't have any of those fancy weapons above, try stabbing back. By the time the banzai charger release melee button to stab you, he loses his banzai bonus. And a fully charged melee attack is slower than a simple poke, so with a reasonable timing, you can out melee him. Sometimes, it may not work if the enemy is an experienced player, but still far better than hopelessly shot him with your rifle then got stabbed.
Throwable
Grenade:
Name
Fuze (Trap)
Damage
Damage Radius
Speed
Speed (Min/Max)
Toss Speed (Min/Max)
Weight
Type 91
7.2 (0.5)
200
7 m
12.5 m/s
12-20 m/s
6-10 m/s
0.53 kg
Type 97
4.2 (0.25)
200
7 m
12 m/s
12-20 m/s
6-10 m/s
0.45 kg
Mk 2
4.2
200
10 m
12 m/s
12-20 m/s
6-10 m/s
0.59 kg

Only Japanese grenades can be used as booby traps, you can plant up to 2 of them. Type 91 Grenade is only issued for Light Mortar class.

Satchel Charge:
Name
Fuze Length
Damage Radius
Weight
M37 Satchel Charge
10
24m
4kg
Type 99 AT Charge
9
14m
1kg

The US M37 Satchel Charge is stronger than the Japanese Type 99. It is auto prime which means its fuse starts burning as soon as you... burn it by pressing LMB. But it can be defused by approaching and press Use key (Ctrl by default).
Type 99, like other grenades, you have to press melee key to detonate the primer to start cooking. Otherwise, it starts counting down after you release LMB.
Fun fact, in real life, Type 99 can be used as a mine like other Japanese grenades. Unfortunately, TWI didn't allow us to do that in game.

Smoke Grenade
Name
Fuze Length
Weight
Speed
Speed (Min/Max)
Toss Speed (Min/Max)
Lifespan
M8 Smoke Grenade
4.5
0.5 kg
14 m/s
12-22 m/s
6-10 m/s
45
Type 94 Smoke Candle
4.5
0.98 kg
14 m/s
12-22 m/s
6-10 m/s
45
Note
  • Proficiency upgrades are not included. Initial number of magazines will increase throughout your levelling progress.
  • Damage, bullet velocity and penetration reduce over distance.
  • Full-powered cartridge (7.62x54mmR, 7.92x57mm Mauser, etc) have less falloff damage until it really gets to a long range.
  • On recoil - recoil rotation is calculated randomly. The recoil pitch (yaw) will be a random amount between min and max Recoil Pitch (Yaw).
    • Recoil Rate is time in seconds each recoil should take to be applied.
    • Recoil Blend Out Ratio is percentage of the recoil speed it will take to blend recoil out.
  • Reload speed is calculated by the following formula:
    Reload speed = Reload Animation Length * Weapon Reload Proficiency * Perform Reload Percentage Animation Length = Number of frames / Framerate
    Perform Reload Percentage is an additional factor to give ammo slightly before reload animation is finished, it's 0.88 by default (most guns are "visually" loaded when reload animation is 88% complete) but may vary depending on each gun.
    This is why Mosin Nagant has a "bugged" reload speed (Perform Reload Percentage = 0.6). Even though the reload animation is still playing, the reloading process has finished at 60% of the animation. You can shot, run, aim or do whatever you want. It is already done by the time it shows "New magazine is full".
    In this guide, I will give you calculated reload speed, it may contain some deviation. Original reload animation length will be included in the Excel file above.
  • Manual bolting slightly increases the rate of fire for bolt-action rifles.
    By default, they have fire interval of 1.1. It means your gun is technically a semi-automatic weapon with long shooting animation.
    If you turn manual bolting on, you have to tell your character to circle the bolt after each shot by click left mouse one more time. But this time, instead of 1.1 seconds, fire interval is reduced to 0.01 and bolt speed is:
    Bolt speed = Bolt Animation Length * Weapon Reload Proficiency * 0.68
    Manual bolting speed benefits from weapon proficiency while auto bolting doesn't. That makes single shoot rifles generally fire faster upon levelling up.
    The only exception is M1903. This gun has a long bolting animation, so turn manual bolting on in low level actually decreases the rate of fire.

< >
19 Comments
Vollerei Seele  [author] Nov 29 @ 10:20am 
It’s the initial value. They aren't supposed to be wounded when you spawn.
Just one thing about the content in the picture. bBleeding seems to be 'false' for all hitzones. What does that mean?
Thanks for the quick answers! You are the best!
Vollerei Seele  [author] Nov 28 @ 5:16pm 
Here you are: https://i.imgur.com/CpDacfE.png Though it is not terribly easy to read :P

About the bleedout, I'm not entirely sure, but it appeared to be random.
When you're hit, besides the actual damage of the shot, it also deals an amount of bleed damage that applied over time. If either the actual damage or the applied bleeding damage is greater than current health, there is a chance that player could go to "slowly dying" state (so-called "bleedout"). It's about 66% for the shot that hits a critical hit zone and 33% for a lethal shot. Instant death shot or second lethal shot won't trigger slow death.
I think the "instant bleedout" you mentioned is a slow death caused by the shot itself, and the "slow bleedout" is caused by bleed damage.
Bandage stops bleeding on all the hit zones, but it's unusable if you are already in slow death state.
Nice! Thanks for all those answers! I always wondered about that stuff!
Is there a way you could provide a list of the hit zones and their healthpoints? Maybe in a seperate guide, or in the comment section? Also I always wondered about the bleedout. Like when a instant bleedout is triggered, or when a slow bleedout is triggered. Or when you can prevent the bleedout by bandaging, and when not. Do you have information regarding that too?
Vollerei Seele  [author] Nov 28 @ 6:29am 
Actually, there are 4 types of hit zone: Non critical (forearm, hand, calf, foot), critical (abdomen, upper arm, thigh), lethal (chest, stomach) and instant death (head, neck, heart, nuts). The term "critical parts" I used above is mostly referring to instant death zones.
Each hit zone has its own health point and damage that applied to your character can't exceed that number. Non critical zones always have less than 100 health, so your character won't die right away regardless the damage of the incoming shot (except tank shells and anti-tank rifles which treat all hit zones as instant death). For example, feet have 5 health which means
it takes at least 25 hits to kill a player . Critical and lethal zones have 100 health and hit to those area cause faster bleeding.
Colour indicates the remaining health of the corresponding hit zone. Red means it lost more than 66%, orange: more than 33% but less than 66 and yellow means less than 33%.
You mentioned "critical parts" on players multiple times. Could you explain those further? Or is there a guide for those? I know some critical parts, the head, the upper body (lungs?), and the nuts. Are there any more? I know that the game also takes other organs into account, like the stomach. And I am also confused about the colour-codes. Like I have seen my lungs being showed in red, and I was still alive.
Is there a way you could get more into detail regarding those?
Vollerei Seele  [author] Sep 8 @ 9:45am 
Every weapon technically has three fire modes: default (LMB), alt (MMB) and melee (melee mode will occupy the MMB if that weapon has melee animation length >0).
Some doesn't seem to have alt mode because its firing state is set to 'none'. If that state is anything different than 'none' (auto, semi-auto or manual), you can press 6 to switch.
And as mentioned before, most explosive weapons have the semi-auto state for alt mod. That is why you can switch mode on them. But their default fire modes are semi-auto as well, which means both of their fire modes are the same. And explosive weapons also have a special script that overrides alt-fire and melee mode. That means switching mode is pointless.
I've tried changing both fire modes to 'none', and they are still fully functional (IOH mod seem to did that as well).
So I think that switch button is just an insignificant flaw that dev didn't even bother to patch.
SisterRed! Sep 7 @ 2:48pm 
Please do explain more. I cannot live a happy life without knowing why it is there.
Vollerei Seele  [author] Sep 7 @ 6:12am 
Yeah, it doesn't make any difference.
And, not only Japanese grenades but also Mk2, F1 and even satchels have "alt-fire mode". Basically, every explosive weapon can be "switched", except for the German hand grenade and Russian RPG40 because these two have their alternate fire mode firing states set to none. As far as I understand, it has almost no impact on gameplay. I can explain more but that stuff is irrelevant to players, and you can still live a happy life without knowing why it was there.