Hot Dogs, Horseshoes & Hand Grenades

Hot Dogs, Horseshoes & Hand Grenades

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H3VR Take 'N Hold Weapon Tier List
Von JBat
This is a relatively simple guide, based around ranking the weapons attainable in the game based on their usefulness in Take 'N Hold or other player-versus-soldierbot activities. This guide doesn't really apply to Meatgrinder, as some weapons would have their positions changed based on how good they are at conserving ammo, which isn't a factor in the arenas and Take 'N Hold.

Weapons are ranked from tier F (Lowest) to tier S (highest). A general guide for the ranks is: F=Practically useless/unusable, D=Bad/Below average, C=Average/OK, B=Above Average/Good, A=Great, and S=Superior/God Gun

NOTE: ALL WEAPONS IN THIS TIER LIST ARE RANKED WITH THEIR STANDARD AMMO-TYPE AND MAGAZINE.
For example, a Luger's capability to hold a 32-round snail magazine, an M4's ability to hold a drum mag, or an AKM's capability to hold it's own drum magazine will not be considered, as most of these jump the respective weapon to S-tier.

And one final thing, this guide took over a week to make, and I may have missed some things. Anyway, if you have feedback, of things that should be changed or just to discuss opinions on these, go ahead and put those in the comments. Upvote and Favorite if you like the guide!
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PISTOLS
Pistols are the only weapons that can be fit in the really small slots on a player's "inventory" (though some can't be fit) which makes them, generally speaking, backup weapons. However, in the early rounds of Take 'N Hold and in emergency situations, Pistols take the limelight and what you're equipped with really does matter. However, one must note that as secondary weapons, most will not rank very high overall.
Semi-Automatic Pistols
-M1911/Defender .45 (All variants of standard M1911, not including custom types.)
The M1911 is a reasonably solid handgun, with a medium-low magazine capacity of 7+1 which fires the powerful .45 ACP cartridge. All of the variants have the glow sights to enhance aiming and all handle relatively well with medium-high recoil. Semi-Automatic Pistol rank: B. While this is a powerful handgun, the custom 1911 outclasses it in every way and the low capacity really hold you back. Overall rank: D. Most pistols will rank low, but this is definitely not an F-tier weapon.


-M9A1/M9A3. The variants are similar enough to group together. A very well-balanced handgun, with a mag capacity of 15+1 and 17+1 respectively. 9mm is not on the high-end power wise, but due to the useful glow sights and the high capacity, one should be able to land a good headshot for an instant kill with relative ease, though when the bots get faceplates the weapon becomes nearly useless. Semi-Automatic Pistol rank: A. Very solid, nearly S tier, but its low damage holds it back. Overall rank: D. For handguns, D is a perfectly acceptable rank.

-Ruger Mk2. Getting this one out of the way early. It is a .22 long rifle handgun, with about as little damage as one would expect. Recoil is nearly non-existent, but the capacity isn't high enough nor is the max firerate high enough to make this weapon at all viable. Even with headshots it will take multiple to defeat an enemy. However, as an emergency backup it can do the job though it should be replaced ASAP. Semi-Automatic Pistol rank: D. While almost useless, it isn't exactly nothing. Overall rank: F. Now, when compared to everything else, it IS useless.

-CZ-75 Shadow/PX4 Storm. These pistols are in many ways similar to the M9s. Similar damage and accuracy, with both having an arguably less obstructive design, though the CZ seems less bulky. As they are similar, they are ranked the same with a Semi-Automatic Pistol rank: A and an overall rank of D.

-Browning Hi-Power. This pistol is a classic, and is seperated from the other 9mm weapons for two reasons; ammo capacity and ease of reload. The ammo capacity is 12+1 I think, lower than the other 9mm weapons, but for whatever reason the magazine is really easy to get into the weapon, with you having to be much less acurrate with the movement. It's a minor thing on paper but in practice it is quite useful. It's negative and positive place it the same as the other 9's, however. Semi-Auto pistol rank: A, and overall rank: D.

-Bergmann: This pistol is more of a relic than an effective firearm. With a low ammo capacity of 5+1, and very low damage, with very wide sights, this is an emergency only firearm that is equivalent to the .22. Semi-Auto pistol rank: D. overall rank: F

-C-96: This is one of, if not the, only 19th century pistol that is worth using at all. It has a reasonable ammo capacity of 10, with decent sights and mid-high damage, rivaling .45 weapons. However, you can only dry reload it easily, with tactical reloads being very difficult to achieve and impractical. However, it is still a solid firearm. Semi-Auto pistol rank: B. Overall rank: D.

-Tactical/Custom 1911s. These pistols have all of the positives of the 1911 models and much reduced negatives. With a higher magazine capacity and a red-dot sight, both of these are actually very good options. The high damage and easy sighting make them incredibly practical and a Tier-S choice. Semi-Auto pistol rank: S. Overall rank: D.

-Desert Eagle .44 Magnum: While slightly a meme cannon, Anton's choice to make this firearm a .44 rather than a .50 in my opinion was a good choice as it kept most of the power with less of the recoil and ridiculous innaccuracy. It is THE most powerful of the semi-auto pistols, and given the magazine reload makes it more practical than everything in the revolver category. While the recoil is quite high, it is manageable if you use both hands to fire it. Semi-Auto pistol rank: S. Overall rank: D.

-Degle .50: Thuh Deggle iz nut an gud wepon, haz nuh range dumage ur accurassy. Sami-Otto pistal runk: -F. ovurall rank: F.

-G17/G17 Custom/G19. These are all relatively standard 9mm which are seperated because I think they are different enough from the other 9's to justify it. If it matters to you, they are some of the simplest and least distracting by design, and they are very easy to use. Also, I own a glock and have shameless bias. However, this doesn't rate them higher than the other 9's. And, for the custom G17, even though it has a sight, I found it a bit more obstructive than the 1911's one and didn't see it as significant enough to seperate it. Semi-Auto pistol rank: A. Overall rank: D.

-G22. A short blurb is all that'll be here, as it is identical to the 9mm glocks in every way, other than the slightly larger calibur and lower mag capacity. While the round is more powerful, it is balanced by the lower capacity and is therefore ranked the same. Semi-Auto pistol rank: A. Overall Rank: D.

-Jetfire Pistols: These are also meme guns, and while it is fun to play gangster with the easily concealable firearm, the very low damage, low capacity, and no prescence of a slide release make this basically useless, even more so than the bergmann and the .22. Semi-Auto pistol rank: F. Overall rank: F.

-Luger Variants: These pistols, while classic, are generally not practical, especially due to their lack of a slide release. With the standard 8-round mag, it is a less than average 9mm which has a Semi-Auto pistol rank of D and an overall rank of F.

-P-38 Variants: These two pistols, while also historically significant, have little practical use in comparison to the other "modern" 9mm weapons. While they do have a slide release edging them above the Lugers, they simply aren't the best choice. Semi-Auto pistol rank: C. Overall rank: F.

-PPK: I really wanted to rate this high, but I just couldn't. Despite being James Bond's weapon of choice, he must have magic powers to make it effective. The sights are difficult, the round underpowered, the mag capacity low, and a slide release absent. However, on the range, it is still a fun gun to plink with. Semi-Auto rank: D. Overall rank: F.

-P250: I'll admit, I love SIG weapons, so their may be slight bias here, but the weapon is good enough that it makes little effect. With a high capacity for a .45, and reasonably good sights and an easy reload, this double-action modern .45 is an excellent choice for a sidearm. Semi-Auto pistol rank: S. Overall rank: D.

-Tec-9 (Semi-Auto actually legal variant.): This weapon, while somewhat crude and simplistic, with a 20 round magazine, this open bolt half-pistol half-smg has a slight edge over the other 9mm weapons, just barely enough to put it in S. Semi-Auto pistol rank: S. Overall rank: D.

-Tokarev: (Personal bias present, but once again with little effect.) This is probably the best of the "classic" pistols, even though it is a modernized version of the Tokarev, with an extended capacity from the original variant. The sights on this weapon aren't great, but it is more than made up for by the calibur: the 7.62x25. This round is not only in-game as powerful as the .45, but also has enhanced penetration against armor, making it the best non-magnum pistol catridge in the game. Semi-Auto Pistol rank: S. Overall rank: D.

-Uzi Pro: ♥♥♥♥♥♥♥♥♥, this weapon is fugly. I personally have a distaste for this weapon, but the rails, allowing sights and grips to be attached, as well as a high magazine capacity make this as good as most SMGs or machine pistols, only with Semi-Auto. Semi-Auto Pistol rank: S. Overall rank: C.




Revolvers
This section is very likely to be one of the simplest, as the revolvers only fall into two categories. The ones with speed-loaders and those without. However, the minor differences between them do have an effect.

-LAPD Special. This is easily one of the coolest weapons in the game, but to a degree is somewhat impractical. While it is INCREDIBLY powerful when charged, having to manage the battery and cooler(?) and having them fail can create problems very quickly. The weapon also doesn't posses a speed loader, which unfortunately makes S-tier impossible. However, the power and cool factor of the weapon give it a Revolver rank: A and an overall rank: D.

-Imperial Revolver: This weapon falls into the worst half of the "Without Speed Loader" category, requiring you to individually remove and load in rounds, which, although with practice can be done somewhat quickly, will never be practical and it can be easy to lose track of your ammo count. The weapon is also single-action, and the damage is surprisingly low for the calibur. Revolver Rank: D. Overall Rank: F.

-Nagant: Out of all of the Russian weapons in the game, this one performs the worst by a massive margin. It's single action, has an underpowered round, and has no speed loader and must be loaded by removing and then inseting rounds. The only upside is the ability to surpress it, and while that can create a way to take down multiple enemies without them noticing, when you run out of ammo, you can't possibly hope to reload it. Revolver Rank: D. Overall Rank: F.

-R8 Revolver: An interesting revolver with the highest ammo capacity, of eight. it fires .357, an excellent round, but the direction the chamber goes when you release it lets down the weapon massively and makes it ridiculously impractical to use, setting it below every other .357 weapon. Revolver Rank: C. Overall Rank: F.

-Rhino Revolver/Variants: A very solid .357 revolver and the Gold standard for the revolvers in this game. Good damage, managable recoil. Not much else to say. Revolver Rank: A. Overall Rank: D.

-Single Action Army: A Wild West relic, it performs as well as the other single-action revolvers, with no speed loader, mediocre damage and a cumbersome reload. Revolver Rank: D. Overall Rank: F.

-S&W Revolver: The definite best of the .357 revolvers, and the best balance between power, ammo capacity, and accuracy out of all the revolvers. The single extra bullet and the good sights just barely let it make S tier, the only one to do so out of the revolvers. Revolver Rank: S. Overall Rank: D.

-Model 89 Revolver: This is the only other non-sci fi Double-Action revolver without a speed loader alongside the Webley Revolver. However, the usefulness of this one is limtied by that fact and the calibur, which unfortunately makes the weapon somewhat underpowered. Revolver Rank: C. Overal Rank: F.

-.44 Magnum: Surprisingly, this weapon is far inferior to the Desert Eagle, for one reason only; Accuracy. Maybe it's just me, but I have found it nearly impossible to hit much of anything at anythign other than point blank range with this weapon, and the high recoil does it no favors. Despite this, what it can hit, it kills brutally. Revolver Rank: B. Overall Rank: D.

-Webley. This is the other Double-Action Revolver in the no-speed loader category, and is much more effective than the other one. The revolver is quite powerful has good sights, and is pretty easy to reload even without the speed loader. Revolver Rank: A. Overall Rank: D.

Machine Pistols
-C-96 Machine Pistol: This version of the C-96 is improved in many ways. For one, it is now magazine fed, and would usually take a twenty-round magazine, with the highest capacity being forty. The full-auto capability makes it quite a powerful weapon, especially considering the round, and with a stock attached it is a viable weapon, just as much so as several SMGs. Machine Pistol Rank: A. Overall Rank: C.

-M9 Cleric: Aside from having the coolest muzzle flash in the game, the M9 cleric is a great weapon, and is incredibly fun to use even two-handed. While the standard magazine is used up very quickly, at 15 rounds, it is a very easy to reload piece, more so than the C-96. Machine Pistol Rank: S. Overall rank: C.

-M1911 Dillinger: This is a 1911 with surprisingly little recoil when you use the grip, but a firerate that detirmines that even with extended magazines you will be out of ammo very quickly. However, it is very powerful as a machine pistol, just not always practical. Machine Pistol Rank: B. overall rank: D.

-G22 Auto/G18: While these two fire different rounds, the handling and effects of these two weapons are similar enough to put them both here. They both have a very high rate of fire that drains the magazine quite quickly, whether it's the standard or extended variants. The recoil is also quite intense on both as well, but if you can control it, they are both viable weapons. Machine Pistol Rank: B. Overall rank: C

-Tec 9 Super Duper Illegal mod: Along with being SuPeR iLlEgAl, this is also quite a useful weapon, with a reasonable firerate and controllable recoil when used two-handed. There's not much to say about it, it's just good. Machine Pistol rank: B. Overall rank: C.

-That French Horseshoe Gun (Forgot the name): The magazines are pretty cool and if you are clever you can string one onto another and have a pretty quick first reload, but other than that it has terrible sights, high recoil, and an underpowered cartridge, as well as being somewhat clumsy with the mag and all. Overall, it's just sort of a below-average weapon. Machine pistol rank: C. Overall rank: D.

-Scorpion: In my opinion, this weapon is a better Tec-9. It's closed bolt, has the same ammo count, and with the stock extended has better recoil and is somewhat easier to reload in my experience. It also looks cooler, so bonus points for that. Machine Pistol rank: A. Overall rank: C.

Mini-Uzi: Overall a very solid weapon with high recoil. You can't drop the magazine, but it still has a reasonably fast reload and a great rate of fire for its class. Overall, worth picking up if you find it. Machine pistol rank: A. Overall rank: C.

That Anime Gun I Don't Remember the Name of: This is a pretty exotic yet useful weapon. The location of the magazine can make it hard to load, but the round it fires is quite powerful for a machine pistol and can be useful for a good many rounds. Machine Pistol rank: B. Overall rank: C.
Breach-Loading Pistols
-Contender .45-70: For something I actually thought would be really accurate, since it's like a competition pistol or something, it's got worse accuracy than the ONE ♥♥♥♥♥♥♥ BLACK POWDER WEAPON IN THE GAME. Even with a red-dot sight I can't hit much of anything with this gun, and I'm a pretty decent shot. Maybe it's just me, but the accuracy makes this useless, despite the fairly powerful round. Breach-Loading pistol rank: C. Overall rank: F.

-Rolling Stones Block .50: I'm somewhat surprised and disapointed to say this is ACTUALLY BETTER than the Contender. While reloading it takes some getting used to, it isn't impossible to hit stuff with this, and the round is pretty solid. Surprisingly, this is actually better than the modern Contender, Imo. Breach-Loading pistol rank: S. Overall rank: D.
Lever-Action Pistols
There's only one entry here and it's an F in its own category.

Most useless weapon in the game Volcanic Pistol: It is absolutely, positively, ♥♥♥♥♥♥♥ useless. It takes ages to reload, fires what is practically a BB for a round, and it's difficult to work the lever. This weapon is for masochists and people who like obscene challenges only. Lever-Action pistol rank: F. Overall rank: F.
SHOTGUNS
Shotguns are an interesting class in H3VR. In some cases they are incredibly fun to use and even very powerful, in other cases they are ridiculously frustrating and nearly more harmful to the player than the enemies. (In the case of the default flare gun and explosive shells). Most shotguns will rank mid-high overall with the break-actions generally being the lowest and the mag-feds being the highest. (NOTE. ALL WEAPONS HERE ARE RANKED BASED ON THEIR PERFORMANCE WITH BUCKSHOT SHELLS.)
Break-Action Shotguns
Break-Actions will be the lowest ranked in the shotgun family, as in most cases they only hold one or two shells, making reloads frequent. However, they usually can be fired one right after the other, giving them a slight advantage over tube-fed pump shotguns.

-OTS and Variants: This is an over-under shotgun that can be used in the Friendly .45 range for skeet shooting, and honestly is best left to that task. However, it can be viable when nothing else is available. The longer variants can be quite accurate and powerful even at range, with the shorter ones useful in close quarters. Other than that, there is little else to say about the admittedly beautiful weapon. Break-Action shotgun rank: A. Overall rank: D.

-MTS and variants: This is without a doubt the best of the break actions, as it combines the best parts of a revolver with the best parts of a shotgun. With a five-round capacity, the highest in its class, and semi-auto double-action firing, with a relatively simple and easy reload, this is easily the best weapon in the break-action category. Break-Action shotgun rank: S. Overall rank: C.

-Flare gun (Standard): This is fun to shoot flares with on a dark map, or to watch blow up on the shooting range, but you only get one shot with this, so you'd better make it count. Break-Action shotgun rank: F. Overall rank: F.

-Flare gun (Reinforced): A pretty easy to carry weapon, it can fit in the small pistol slots and won't explode like the other flare gun. However, in comparison to the other break-actions (that don't explode when fired) it's only better than the ultra-short sawed-off shotgun. Break-Action shotgun rank: D. Overall rank: F.

-Standard double-barreled shotgun: With a left-right barrel configuration, this is usually what someone will think of when they read "break action shotgun" or "double barreled shotgun". It's reliable and simple to use, but really isn't any better than the other double-barrel. Break-Action shotgun rank: A. Overall rank: D.

-SUPER short double-barreled shotgun: Even though it holds twice the ammo of the reinforced flare gun, unlike the flare gun, this can't hit ANYTHING outside of point-blank range, at which point you could get the same result with a regular pistol and still have ammo left. Therefore, this should only be used in extreme emergencies. Break-Action shotgun rank: D. Overall rank: F.

-Cowboy Double Barrel/Coachgun: Basically the same as the OTS or other double barreled shotgun, but with the ultimately useless abaility to carry two extra shells on the side and with the requirement to pull back two hammers to fire. Break-Action shotgun rank: B. Overall rank: D.
Tube-Fed Shotguns
Tube-Fed Shotguns are relatively common in H3VR, and are generally exceptionally average weapons that don't excel at much but get the job done (at pretty close range, mind you.)

-Auto 5: Despite its age, a surprisingly usefull shotgun that even has a bolt-release on it. Most tube-fed shotguns can be reloaded quite quickly with practice, and this is no exception. it even fits in the top half of the tube-fed shotguns, as it is semi-auto rather than pump-action. Tube-Fed shotgun rank: A. Overall rank: C.

-M1014: This relatively modern Italian shotgun is one of the absolute best out of the shotgun class due to its high capacity and semi-auto firing capabilities. The range is pretty acceptable and the reload is as easy as it is with any other shotgun. It also has a rail on the top, allowing for a custom sight option, though aiming with a shotgun is less important than it is with other weapons. Tube-Fed shotgun rank: S. Overall rank:B

-Express 870: One of the best-looking of the pump-action shotguns, with an okay capacity and decent firerate. However, the sights leave much to be desired, and despite the lack of a need to use them in most cases they can be missed occasionally. In conclusion, a very usable but not particularly great shotgun. Tube-Fed shotgun rank: C. Overall rank: D.

-Marshall Ultrashot: Similar to the Express in many ways, including ammo capacity and range, however with slightly better sights. The main difference is the appearance, which is based upon opinion. Tube-Fed shotgun rank: C. Overall rank: D.

-Trench Gun: This is one of the older but certainly one of the best shotguns in the Tube-Fed category for the reason of slam-fire, allowing quicker firing than with standard pump actions. With the same ammo capacity as the Express and the Ultrashot, but the ability to slam-fire, it is slightly better. Tube-Fed shotgun rank: B. Overall rank: D.

-870 standard variants: These are similar to the Express in almost all ways, but the feature of a longer one allows for greater range, with the shorter one being better up close. However, considering the similarities, they will be ranked the same. Tube-Fed Shotgun rank: C. Overall rank: D.

-M590A1: One of the most effective of the standard pump-action shotguns, due to its high ammo capacity. That is the main difference between it and the others, but it is enough to have it ranked a good bit higher. Tube-Fed Shotgun rank: B. overall rank: C.

-SPAS-12 and Tactical variant: The SPAS 12 is another Italian shotgun, and is just as good as the M1014. What it loses in comparison to that weapon in ammo capacity, with a slightly lower capacity, it makes up for in the ability to practically utilize low-pressure modes, with the ability to swtich to pump-action, making it the most versatile Tube-Fed shotgun. Tube-Fed shotgun rank: S. Overall rank: B.

-Super Shorty and Tactical Variant: Easily the most useless of the Tube-Feds, with a capacity of 2+1 you'll be out of ammo before you know it, and with mediocre range and handling stats, this weapon is best avoided except in emergencies. Tube-Fed shotgun rank: F. Overall rank: F.
Mag-Fed Shotguns
Mag-Fed shotguns are generally considered to be the best in H3VR due to their high damage output and ease of reload. Even when equipped with other good weapons, taking one of these can be a great choice.

-TAC-12: A midly cartoony weapon and the only full-auto shotty in the game at the moment, it is not a particularly practical weapon, but it can dish out shells at an alarming rate and kills unarmored enemies very quickly. It has a quick and easy to execute reload, and a decent capacity. However, the recoil is an unsurprising but significant downfall, making it somewhat difficult to use at even medium-low ranges. Mag-Fed Shotgun rank: A. Overall rank: C.

-SAIGA 12: Arguably the best shotgun in the game. It fires semi-auto, and is magazine fed, of course, which helps it greatly, but it also has a couple things unique to its design that help it greatly. It has the capability to do the mag-remove-mag reload where you use the new mag to hit the lever to release the old one, allowing for a quick and practical reload, which, admittedly, with standard mags will be common but with the extended or drum mags become less important. Overall, it is an excellent and very solid weapon. Mag-Fed Shotgun rank: S. Overall rank: A.

-CQB 870: The best of the 870 family due to its mag-fed capabilities, it falls flat in comparison to the other two due to it being pump action. However, it is still a very viable weapon that beats all of the other pump-action shotguns in the game. Mag-Fed shotgun rank: C. Overall rank: C.

-AA12: Despite the fact that this weapon is fully automatic, it is actually roughly the same as the SAIGA 12. When I held up both weapons and tried to empty their magazines (the 20-round drum of each) I was done with both at about the same time, and because that's the main detirmining factor when it comes to these shotguns, and given the fact they are both mag fed, between this and the AA-12 it's simply a matter of personal preference. Mag-Fed shotgun rank: S. overall rank: A.
Lever-Action Shotguns
There are only two variants of the same weapon in the Lever-Action category, and due to the inconsistant nature of working the lever, they will both be ranked somewhat low.

-1887 Standard: This is exactly what it says it is; the standard variant of the 1887. Its firing characteristics are absolutely fine, but consistantly working the lever correctly is difficult to achieve and even one misfire due to an incomplete cycle can make you take a significant amount of damage. Lever-Action Shotgun rank: B. Overall rank: D.

-1887 Shorty: Everything said about the standard addition applies here except for one thing: This weapon can semi-consistantly be used one-handed. You can play Terminator with this weapon, and if you practice, you can get the ability to spin the weapon to chamber shells down, and it can become a somewhat viable weapon. However, it is still inconsistant and impractical. Lever-Action shotgun rank: A. overall rank: D.
RIFLES AND SMGS
Rifles and SMGs make up the bulk of the weapons in H3VR, as well as most of the mid-to-high tier weapons. This is because they generally follow one of a few principles, all of which are effective; 1. high rate of fire, low power, mid-to-high capacity. 2. Medium rate of fire, medium power, medium capacity. 3. High power, moderate-to-low rate of fire, medium-to-low capacity.
Submachine Guns
Submachine guns are generally pretty solid weapons, but are generally outclassed by assault rifles due to assault rifles firing larger caliburs. However, a good submachine gun will help you greatly.

-AEK-971. This weapon is nearly compact enough to fit in the machine-pistol category, actually. it is quite compact and easy to move around. it has a good rate of fire, magazine capacity, and decently powerful calibur. However, there are two main issues with this weapon. When using one handed, to line up the sight one must aim their hand in a slightly awkward way, and to rack the bolt, for VIVE users, one may sometimes hit their controllers together, though it is simply an inconvenience. overall, it's a relatively average SMG. SMG rank: C. Overall rank: C.

-Błyskawica: This Polish machinegun is surprisingly good, considering it was a Partisan weapon. It fires 9mm, has decent sights, a stock, and a well-located bolt for quick reloading. While it is an incredibly simple firearm, it's actually a little above average in my opinion. SMG rank: B. Overall rank: C.

-Cobray: A pretty reliable SMG as things go, in the Uzi style. With extended or drum magazines they can be quite powerful. The sights are subpar, but the weapon can be used effectively if you simply eye your shots from the hip, or use a laser. After all, it isn't exactly a precision instrument. The only other thing to be said about the weapon concerns the bolt, which is somewhat difficult to reach. SMG rank: B. Overall rank: B.

-M1928 Thompson: This is the Gangster style thompson, and is definitely a good choice, even in the late game. By default it comes with 50-round drums, and it fires in an open-bolt configuration. Given the high firerate, high magazine capacity, and the venerable .45 ACP cartridge, this weapon is nearly equivalent to some assault rifles, especially considering the grip and the stock which make the recoil less severe. Overall, an excellent weapon. SMG rank: S. Overall rank: A.

-M1A1 Thompson: This is the millitary variant of the thompson, and is basically inferior to the other Thompson in every way; it comes with lower-cap magazines, and has far worse sights as they're set back on the gun. Still, it's a pretty solid weapon. SMG rank: B. Overall rank: C.

-M3 Grease Gun/Silenced Grease Gun: First, let's get it out of the way, I kind of hate this gun, because it's ugly as ♥♥♥♥, and lives up to its name. It's also worse than the other American .45 SMG in every way but recoil; the sights are terrible, the rate of fire is slow, the gun is ugly, the location of the bolt is awkward, and the recoil isn't low enough to justify the DPS loss. SMG rank: D. Overall rank: C.

-Mac 11: Similar to the Cobray in many ways, except the standard magazine is larger, and the calibur is smaller. The sights are about the same, but personally the bolt is much easier to use on this weapon than on the Cobray. Also, this weapon possesses a stock. SMG rank: C. Overall rank: C.

-MAB 38: Arguably one of the best WW2-era SMGs, this Italian Stallion is quite a splendid weapon with a great rate of fire and several magazine options, with the largest passing the cap of many other SMGs. The sights are pretty good, and the weapon is pretty easy to operate. Overall, an above-average submachine gun from Spaghetti land. SMG rank: A. Overall rank: B.

-MP-28: This weapon is, in simple terms, the Sten gun but not terrible. it is well-crafted, with a default magazine cap of 30, reasonably good recoil, and not possessing the capability to accidentally activate the safety when racking the bolt as can be done with the Sten models. While one of the oldest SMGs in the game, it is above-average. SMG rank: B. Overall rank: B.

-MP-40: (I expect at least one triggered Wehraboo for not rating this S-tier, but so be it). This is on the lower-end of the WW2-era SMGs, as it only fires 9mm and has a somewhat low rate of fire, lower than the other two 9mm weapons right above it in this list. The sights are pretty solid, and the stock functions fine. However, I can't justify rating this anything over average, as that's simply what it is. SMG rank: C. Overall rank: C.

-MP5A2: This is a very solid and adaptable German SMG. With a 30-round magazine, a high rate of fire, and moderate recoil, it is an incredibly useful SMG, especially given its ability to mount sights and attachments. SMG rank: A. Overall rank: B.

-MP5K: This is the smaller counterpart to the MP5A2, but unfortunately falls short in comparison to its big brother. The standard mag is half the size, and there is no stock on this version of the game, increasing the recoil. Not much else to say, other than that. SMG rank: C. Overall rank: C.

-MP9: A machine pistol type weapon, similar in a way to both the MP7 and the Mac-11. However, it isn't better than either of them, despite being a solid SMG, there's just nothing that special about it. SMG rank: C. Overall rank: C.

-PP-19 Bizon: An AK-style SMG. With a moderately high rate of fire, moderate callibur, (9x19), very little recoil, and a massive magazine mean you can practiclally fire it forever, making it a very useful weapon in every way. SMG rank: S. Overall rank: B.

-PPSH-41 and PPSH-14: The "Burp gun" as its known, can let out quite the mighty belch, with 71 rounds of DEATH. It fires the excellent 7.62x25mm cartridge, which is high-powered and great at penetration. The rate of fire is only rivaled in-class by the vector, but the high magazine capacity sets it a step above, making it an excellent weapon for every close-range scenario. SMG rank: S. Overall rank: A.

-Sten (All variants): In real life, the Sten was the epitome of "How little gun can we put in this gun while still keeping it a gun?" The sights on all variants but the Mk V are atrocious, and if given the 15-round magazines they are useless. The recoil is slightly high, the round is nothing special, as it is 9mm, and there are overall just better choices. SMG rank: D. overall rank: D.

-UMP-45: this weapon is surprisingly similar to the M3 grease gun, except for a few things that make it not terrible. For one, the sights are better. The ability to attach many different accessories is a boon, and the bolt being easier to reach and even the bolt catch set it ahead. SMG rank: C. overall rank: C.

-Vector .45: Possibly the highest Dps weapon in the SMG category, the only things that hold the weapon back is the low ammo capacity and the lack of a mag release. However, it does have a bolt catch which increases the reload speed, an important stat considering how quickly the magazine will empty itself. The weapon also has notably low recoil, allowing it to stay pretty much steady despite its high rate of fire. SMG rank: S. Overall rank: A.
Personal Defense Weapons (PDWs)
PDWs generally have a higher capacity than an SMG and fire a round more focused on penetrating armor, though the rounds are not as powerful as those of assault rifles.

MP7: Probably one of the best PDWs, as long as you keep the sights folded down. It fires very quickly, has a reasonably powerful round, and works well with most sights and attachments. It has a 40 round magazine, which can be reloaded fairly easily with the added bonus of a bolt catch. PDW rank: S. Overall rank: A *Practically right inbetween A and B.

P90: While a solid, iconic, and generally pretty good PDW, it is let down by the reload, which is difficult to do efficiently as depending on how you grip the magazine you may have to angle it or the weapon in an awkward, uncomfortable, and slow way to get it in the gun before you can be done reloading. However, its firing characteristics are pretty good; the recoil is so low you can almost fire it one-handed, a decent cartridge, and high magazine capacity. This, however, doesn't make up for the one major shortcoming. PDW rank: C. Overall rank: C.

PP-2000: A pretty solid Russian PDW with a high magazine capacity. The cartridge, 9x19, is average, and the rate of fire isn't particularly high, but the sights are open and there are rails, and the magazine can be dropped with chambering a round also easily with the ambidexterous handle. Overall, a somewhat above average weapon. PDW rank: A. Overall rank: B.

PP19 Kedr: Another Russian PDW that would probably fit better in the SMG category. It's quite small, with a decent magazine capacity, decent sights, decent power, but nothing that special. The bolt can sometimes be located where a controller is, which can occasionally create problems, but other than that its simply average. PDW rank: C. Overall rank: C.

QC9: A PDW on an AR platform, firing the 9x19 cartridge. It has all of the perks of the AR series, with great modability, a bolt catch, and a bolt drop. However, the average mag capacity is 30, though a higher cap drum does exist which gives the weapon a boost. One thing that slightly holds the weapon back is the lack of ironsights; while the ingame M4 has very poor ironsights, this weapon doesn't have them at all; but it's still great. PDW rank: A. overall rank: B.

Lever-Action Rifles
Lever-Action Rifles are definitely the worst weapons in the entire section of smgs and rifles; even the slow firing sniper rifles make up for it with high power.

.45 Long Colt Lever Action Rifle/Carbine: This weapon has poor sights, a low rate of fire, and the round feels quite underpowered even when compared to some pistols or smgs. The Lever also can be hard to cycle properly, and several times I have tried to fire to find I hadn't fully cycled the lever. This can be remedied with time, but I'd still take even an average 9mm over this. Lever-action rank: C. Overall rank: D.

.45 Long colt Shorty: This weapon is only seperated by the fact it can, to a degree, be used as a pistol as you can cycle it one-handed. This slightly makes it better than the other two, but it's still not that good. Lever-Action rank: B. Overall rank: D.

Carbines
One of the most wildly varying categories, with old WW2 era weapons and modern military weapons that could compete with anything in the Assault Rifle category.

AKS-74U (Both Classic and Modern): This rifle-calibur Carbine is an excellent close to mid-range weapon. It fires the venerable 5.45x39 cartridge, which is competive with the 5.56, and is the standard-issue calibur for Russian rifles even now in their AK-74M and AK-12 (Both weapons that I really hope are added to the game eventually). It has decent sights, with a standard 30-round magazine capacity, and with the ability to do the Spetsnaz reload, in which you use a new mag to dislodge the old one, allowing you to reload at speeds comparative to weapons with a bolt catch. The main difference with the modernized one is simply more customizability and a larger bolt handle. Overall, it's a very solid weapon. Carbine rank: S. Overall rank: A.

Steyr AUG A3: A very exotic looking weapon with a high rate of fire. It has unique magazines, which unfortunately keeps it from using the larger STANAG magazines, but it has a great rate of fire, a bolt catch, and even if you don't use the bolt catch the bolt handle itself is conveniently located. The only problems with the weapon is the lack of good ironsights, then the bullpup configuration which some may not like, though I personally don't have an issue with it. Carbine rank: A. Overall rank: A.

Commando 552 Standard: This weapon is unfortunately, by default, probably the worst of the modern carbines, due to its low ammo capacity of 20. However, it has good sights, a bolt catch, and it's compact. It can also do the Spetsnaz reload available to AK pattern rifles. However, it lacks the rails that could allow it to improve, bringing it down a bit. Carbine rank: B. Overall rank: C.

Commando 552 Tactical: The addition of rails is the only real difference, but it brings the overall rank up. Carbine rank: B. Overall rank: B.

CX4: This is the semi-automatic variant of the MX4, and due to this it's completely inferior. It also fires a 9mm cartridge, and you may occasionally get stuck with only 15-round magazines. Despite the modability, it's simply not as effective as even some of the older carbines. Carbine rank: D. Overall rank: C.

G36C: This is the carbine variant of the G36, and it is quite solid. It has good sights, a solid reload, and an ambidexterous bolt handle. However, it does have a somewhat low rate of fire. This, however, doesn't totally detract from it, though it holds it back slightly. Carbine rank: B. Overall rank: A.

Hyde Light Rifle: This weapon is similar to the M1 Carbine in terms of the calibur, but is, in other terms, worse than its counterpart in every way; the sights are below average, the rate of fire is average, the weapon is somewhat strangely proportioned, and it doesn't have the fully-automatic variant. Carbine rank: D. Overall rank: C.

Kalashniluger: Hahahahahahahahahahahahahahahahahahahahahaha....
What? You actually want a rating? Fine.
It's the Frankenstein's monster of the game, but instead of being scary and strong, its ridiculous and not that great, and it's basically useless without the 32-round snail magazines, and even with that its only equivalent to an average SMG. Carbine rank: D. Overall rank: D.

Long-Barrel Luger: Self expanatory name. Even with the snail (32 rnd) magazine, it's still not very good. Carbine rank: D. Overall rank: D.

M1 Carbine: This weapon is similar, but better than, the henry light rifle. It has better sights, a more convenient bolt handle, and an optional 30-round magazine. overall, pretty alright. Carbine rank: B. overall rank: C.

M2 Carbine: This is the fully-automatic version of the M1 carbine, and will usually spawn with a 30-round magazine. The round it fires makes it better than an SMG, but not as good as anything that fires an assault rifle cartridge. Carbine rank: B. Overall rank: B.

M4A1 (And Variants, including civies, though keep in mind they are semi-auto): While in the classic AR vs AK debate, I would choose the AK, I will never deny the incredible design of the AR platorms. The M4 is one of the most customisable weapons in the game, with rails covering nearly every surface, a high rate of fire, a bolt catch, and possibly very high-capacity magazines. The only problem that this weapon really has is that the ironsights that it has with default are absolutely heinous. Other than that, if you can find an optic, it works wonders. Carbine rank: S. Overall rank: S.

Mauser Assault Carbine: This odd Frankenstein is much better than the other mutant weapons in this game, in my opinion. With a folding stock, decent sights, a high rate of fire, a built-in foregrip, and large magazines, it can be great, though still very much akin to an SMG. Carbine rank: B. Overall rank: B.

C-96 Carbine: This carbine, to my knowledge, is semi-auto only, and is basically the worse of the Mauser Carbines in this category. It doesn't have many positives despite looking pretty cool. Carbine rank: D. Overall rank: C.

Model 8 (Clip Variant): This is basically a marksman rifle, with very simplistic sights, design, and the clip ammo-loading of some sniper rifles. Due to the low capacity and slow reloading, it will rank low. Overall, nothing too special. Carbine rank: D. overall rank: C.

Model 81 (Magazine Variant): This is a major improvment over the other Model 8, as it has a much higher ammo capacity, and a much faster reload, and overall there isn't much else to say but that it's competitive with other Carbines due to the power of the rifle. Carbine rank: B. Overall rank: B.

MX4: This weapon is greatly superior to the Cx4, as the automatic setting gives it a very high rate of fire, making it competitive some of the carbines, though it is still more of an SMG than anything else, meaning that it won't rank particularly high here. Carbine rank: C. Overall rank: C.

SKS Plastic version: While I dislike this thing due to it being Plastic Norinco trash, it's still pretty good despite being kind of unsightly. Relatively powerful, decent sights, and a magazine make it pretty viable. Overall, slightly above average when compared to the other carbines. Carbine rank: B, Overall rank: B.

SKS Real Version: I can justify ranking this the same as the Plastic version due to the fact that it has a two-step reload as compared to the plastic version's three-step, as the bolt locks open and you only have to insert the clip and then pull the bolt back, where with the plastic variant you load a new magazine and then pull back the bolt. This also has an absolutely beautiful model, therefore, it's just as good as El Plastico. Carbine rank: B. Overall rank: B.

Thompson .30 Carbine: This is an atrocity, and the Thompson never deserved this! I'm not blaming Anton nor the modellor of the weapon, I just think this weapon doesn't quite fit. The recoil is high and the sights are really close to your face. So, overall, lower than average. Carbine rank: D. Overall rank: C.

Assault Rifles
Assault Rifles: The best Overall weapons in the game, with a great balance between power, firerate, and ammo capacity.

AK-101: Despite being newer than the AKM, I would have to rank it lower. Despite the fact that it is an incredibly solid weapon, where you can do the Spetsnaz reload, or any sort of variation for reloads to keep them competitive with the reloads of weapons with bolt catches. It has an average rate of fire, and a standard magazine capacity. Overall, especially due to it firing 5.56, it is a very solid Assault rifle. Assault rifle rank: A. Overall rank: A.

AKM/ AKM Tactical: The AKM is one of my favorite weapons, but I don't have to let my bias dictate the result; it fires the powerful 7.62x39 round, which is more powerful than the 5.56 round, and despite being less accurate in the closer ranges it doesn't matter as much. I needn't say it, really, but its capable of the Spetsnaz reload, and while it will usually spawn with a standard 30-round magazine, in later stages it will likely spawn with the 80-round drum magazine, which makes it nearly unbeatable and something that will never be outclassed. Assault rifle rank: S. Overall rank: S.

G36K: This is one of the least customisable of the Assault rifles, which is a weakness. However, the close range red-dot it has, while being quite far above the barrel is useful, despite taking up a decent part of your view. Other than that, it has the same problem as the G36C as it has a lower rate of fire. Overall, a solid but somewhat lacking rifle. Assault rifle rank: B. overall rank: A.

IA2: This Brazillian weapon is arguably one of the best assault rifles due to its high customizability, its quick reload, and good sights. it has a folding stock, a convenient bolt handle, a mag drop, and all the rails you could want. It has a decent rate of fire, and is overall a great weapon that I really quite like using, and since it fires STANAG magazines, it can take mags larger than 30 rounds.. Assault rifle rank: S. overall rank: S.

L85A2: While a pretty solid weapon, it's easily the most unwieldy of the assault rifles, as it has no mag drop, and the bolt is located on the right side towards the stock, which is somewhat awkward to reach especially in a combat situation. However, it does have a high firerate which does hold it up a bit. Assault rifle rank: B. Overall rank: A.

M16A1: The Classic Mattel Death Trap, I personally really like this weapon. It has a very high rate of fire, a problem when you are using standard magazines as it will run out quickly, but when you get mags with 30+ rounds, it becomes a very viable weapon. However, it is let down by below-average sights and basically no customizability besides the weapon-specific scope, which is not useful at close ranges. However, it is still a good choice and should be used. Assault Rifle rank: A. Overall rank: A.

MK-18: This weapon is probably one of the worst of the assault rifles due to it not having a full-automatic fire mode. It can be fired pretty quickly in burst-fire mode, but the utility of full-auto is lost, and with larger magazines pressing the trigger so many times can become tiring. it also doesn't have any sights. However, it definitely isn't useless and is better than any pistol-calibur weapon. Assault rifle rank: C. Overall rank: B.

Scar 16: This weapon is beautiful, and is definitely pretty good. However, as assault rifles go, it has a low fire-rate and somewhat difficult to use ironsights. However, it does use STANAG magazines, which makes it capable of using quad-stacked and drum magazines. However, as 5.56 weapons go, I would say that an M4 would probably be a better choice, though this SCAR is better than most of the other weapons in the game, as most Assault rifles are. Assault rifle rank: B. Overall rank: A.

SG-550: This Swiss weapon is better than the Commando in most ways; it comes with a 30 round magazine, and has much more capacity for attachments, equivalent to that of the M4. While it doesn't have the ability to drop mags, it can do the Spetsnaz reload, and has a bolt catch, allowing for one of the fastest reloads in the game. However, due to the nature of the magazines, the maximum it can have is 30 rounds, which, while not bad, can be upped by the AKM, STANAG rifles, and LMGs. Assault Rifle rank: A. Overall rank: A.

STG-44: For what it is, this WW2 weapon is quite good. While it compares well to most weapons in the game, it pales in comparison to most of the other Assault rifles. The calibur it fires is weaker than 5.56.45 and 7.62x39, and has no capacity for attachments of any kind, and cannot take a magazine larger than 30 rounds. However, it is still an above average weapon. Assault rifle rank: D. Overall rank: B.

FAMAS F2: This French weapon is good, but not as good as STANAG-mag weapons, or the AKM. It has a slightly lower capacity than most, and somewhat closed off ironsights. Recently it was given some rails, which made it more viable, but other than that it is not the best choice despite still being good. Assault rifle rank: B. overall rank: A.

ACR Civilian: A beautful gun, for certain. It only really has one flaw, a very obvious and simple one, it simply being the fact the weapon is locked to semi-automatic only. (Personally I hope a full-auto version is added, as I really like this weapon, but that is besides the point.) Other than it being only semi-automatic, since its a 5.56 weapon, it handles like most of the other ones and due to it having a low rate of fire it should be traded out for most other assault rifles, but is probably better than your average SMG. Assault Rifle Rank: D. Overall rank: B.


Battle Rifles
Battle Rifles are usually High-Capacity, low ammo-count weapons meant for medium or long range, but due to their power and some having full-auto firing modes, they can be useful at closer ranges.

Galil: This 7.62x51 weapon was so versatile that it used to be in the Assault Rifle category. however, due to the high calibur, it has been moved here. Anyway, it is a very powerful weapon, and though somewhat difficult to control, and with a moderate ammo capacity, it is overall really quite good. Battle Rifle rank: S. Overall rank: A.

Dragunov: While this weapon was designed for long ranges, it is still useful at closer ranges with its good sights and capability to do the Spetsnaz reload. It fires one of the most powerful rounds in the game, 7.62x54, and is pretty good up to the middle levels. Battle Rifle rank: A. Overall rank: B.

Johnson 1941: This odd weapon was, at a point in time, a contender to the M1 Garand for the standard-issue US military rifle of the 1940s. However, there are several reasons this interesting weapon is hardly comparable. For one thing, it has very closed-off sights, and it has a slow stripper-clip reload, and a capped firerate that can create problems at closer ranges. Battle Rifle rank: C. Overall rank: C.

M-14 Classic/Modern: This is the son of the M1 Garand, and despite the fact that it fires a slightly smaller round, it does live up to the legacy in terms of usability, in most ways at least. It usually will carry a 20-round box mag, though sometimes it can be found with a 30 round magazine. The only issue that both variants of this weapon have is the sights. On the Classic they are small and hard to use, whereas with the Modern variant the rails cover them up. Other than that, a solid choice. Battle rifle rank: A. Overall rank: A.

M1 Garand: Ping! The distinctive sound is indeed in the game, and it will always tell you when you need to slam another clip into the weapon. It also boasts one of, if not the only One-step reload in the game, in which you must simply put another clip into the chamber of the weapon. Other than that, it has somewhat mediocre sights, great damage, and a low capacity. Battle Rifle rank: A. overall rank: A.

MAS-49: This French Weapon is pretty good at most things; it is semi-auto, with a decent magazine capacity, high power, and a short and manouverable frame. The sights are somewhat closed off, but other than that it is a solid choice for most situations, although not your end-all be-all. Battle Rifle rank: A. Overall rank: A.

SCAR-17: This Scar is much better than the other scar, in my opinion, as it is probably the best of the Battle Rifles; with better sights and more customizability than the Galil, FAL, and G3, and a similar Magazine capacity with drums that are compatible, it beats everything else in the category, and if you attain the drum magazine for it, it will do a great job at keeping you alive. Battle Rifle rank: S. Overall rank; S.

SVT-40: The Father of the Dragunov, there aren't a whole lot of practical differences between the two; with a Russian rail the Dragunov can mount optics, but other than that the two weapons are the same, but that isn't a bad thing as both are very good, and very powerful. Marksman Rifle rank: A. overall rank: B.

FAL: The FAL is an often overlooked weapon in games, but not here. The weapon can fire on full-auto, and can even take the drums that are compatible with the SCAR 17, making it almost as good; the only things holding it back are its lack of customizability and its cumbersome sights. Marksman Rifle rank: S. Overall rank: A.

G3A3: The G3 is similar to the FAL in many ways, with slightly more open sights, but it can only take 20-round magazines, and the reload is somewhat cumbersome due to the need to reach all the way to the front of the rifle for the bolt handle. Other than that, it is simply an overall "pretty good" weapon. Marksman Rifle rank: A. Overall rank: A.

P762: This weapon is somewhat similar to the FAL in overall layout, but in a more tactical design and without full-auto. it also has the added bonus of a bipod, if that's something you like using. Overall, its a fairly standard 7.62x51 rifle with high capacity for attachments. Marksman rifle rank: C. Overall rank: B.
Anti-Material Rifles
There really isn't much to say other than that the one entry here kills stuff real good.

Barrett M107: Anything you hit with this, for practical purposes, either is or should be dead. It has ironsights you can flip up, but it is best used with optics. Despite how fun it is, the capped rate of fire, low ammo cap, and long and clumsy nature of the weapon make it impractical. Anti-Material Rifle rank: N/A, Overall rank: A.
Sniper Rifles
Sniper Rifles are usually high-calibur, low firerate weapons. In Take 'N hold, despite their power, due to their poor firerate they should usually be replaced as soon as possible, even if in exchange for a pistol. Due to most of these rifles being similar, descriptions will be short.

Kar98K: A German Bolt-action from WW2. Highly Renowned. Sniper Rifle rank: C. Overall rank: C.

Lee-Enfield: An English Bolt-Action from WW2. 10-round total magazine, setting it above sveral others.. Sniper rifle rank: A. overall rank: C.

M38 Mosin Carbine: Soviet Rifle invented in 1891, used up until the end of World War 2. In game, it is shorter than most snipers granting it more mobility. Despite garnering the title "Garbage Rod" All ten of the deadliest snipers of WW2 used this weapon, including the "White Death" Simo Hayha, with between 600-700 kills, Ivan Sidorenko, with between 550-700 kills, and Vasiliy Zaitsev, who killed 225 German soldiers (11 of whom were other snipers) in the span of a single week. Sniper rifle rank: B Overall rank: C.

Model 78: A US Winchester Rifle that I didn't even know existed, but it's pretty neat, and fun on the ranges. Sniper rifle rank: C. Overall rank: C.

Mosin Obrez: This thing is sort of a meme, but it will kill pretty much anything, assuming you can hit it. It's fun to keep around and can actually have some utility if you use it as a secondary. Sniper Rifle rank: B. Overall rank: C.

Sako: This Finnish rifle is quite fun, and is mag-fed unlike most of the Sniper rifles, giving it a very slight advantage. Sniper rifle rank: B. Overall rank: C.

Springfield 1908: This American service rifle was primarily used in WW1 as an infantry rifle and WW2 as a Sniper rifle. In-game, the sights are pretty terrible, putting it below most other sniper rifles. Sniper rifle rank: D. overall rank: D.

TAC-308: the best of the sniper rifles due to it having rails, a magazine, and ten rounds. Other than that, I still don't know why you'd use this over anything that was semi-auto or full-auto. Sniper rifle rank: A. overall rank: C.


SUPPORT
Support weapons vary wildly, but all are in most cases quite useful. They usually amount to either explosives or machine guns.
Machine Guns (LMGS)
Machine guns are generally high-calibur, mid to high-capacity weapons meant to suppress an enemy. However, due to the fact you don't need to do that in this game, LMGS are generally automatic weapons that you get at a high level as most of them are quite good.

Bren: The Bren Gun, a British weapon based off of a Czech design, is a relatively solid LMG to be fired full-auto at close range, and semi-auto at mid to long range. The reason for this is the positioning of the sights, and the fact that the gun kicks enough to dislodge your view when aiming down the sights. However, it is still very powerful and quite useful at close range, but its impracticality at longer ranges keep it from reaching S-tier. LMG rank: B. overall rank: A.

DP-28: With the longest-lasting magazine of the WW2 machine guns (Not highest capacity, that's the MG-42, but the MG-42 has an incredibly high ROF) The DP-28 is a great choice as a machine gun. It fires a very powerful round, has open, though somewhat crude sights, and has a relatively simple though slightly awkward reload. The high capacity and high power of the weapon make it one of the best in the game, even beating out some assault rifles with drum magazines. LMG rank: S. Overall rank: S.

BAR: This weapon is configured in a way that one could almost see it as a battle rifle or an Assault rifle, even, but it's an LMG due to its original use. In-game, it is very powerful and has two interesting firemodes; fast auto and slow auto. Obviously fast auto is better at close range, but it will deplete your 20-round magazine almost instantly, whereas the slow-auto is a more conservative and balanced way to use the weapon as it compensates for the low capacity, but it isn't as effective. Overall, it's a good weapon, but because of the low capacity it doesn't quite make it to S-tier. LMG rank: A. Overall rank: A.

M249: This weapon is simply really good. it isn't quite as powerful as the other LMGs, as it fires 5.56, but this is by no means a weak round, and it has an incredibly high magazine capacity, most of the time. STANAG mags are compatible with it, so it may spawn with really low-capacity magazines, and in these cases anything under 100 rounds would make it impractical due to the reload time, but since by default it carries a 200-round box, that's how I will rate it, in which case it feels like it never runs out of ammo and is therefore S-tier. LMG rank: S. Overall rank: S.

MG-42: This is one of the most fun weapons in the game, without a doubt. With the highest DPS in the game, you'd figure it'd be auto-S-tier. However, this isn't the case due to the low (for its rate of fire) capacity and long reload time. Since it fires incredibly fast, but only carries a 50-round magazine, you will spend more cumulative time reloading than firing, which means this weapon is best used in short bursts, which doesn't allow it to live up to its potential, or as a backup emergency weapon which you'd use to finish off enemies or take a couple down quickly. Due to the impractical nature of this weapon, it isn't S-tier, though it will definitely be a solid A. LMG rank: A. Overall rank: A.

Hand-Crank Henry: A somewhat goofy weapon, which is high calibur, with a moderate ammo capacity and moderate rate of fire, which requires physical movement to fire, hence the name. Overall, a pretty good weapon but not the best in the LMG category. LMG rank: C. Overall rank: A.

Amerigun.50 Machinegun: Supposedly it has the highest DPS in the game, which is entirely possible considering it fires .50 BMG. The rate of fire isn't super high, but considering the round, it doesn't need to be. It compares fairly well in power to the minigun, as seen below. LMG rank: S. Overall rank: S.

Minigun: Haha. ha. ha ha. I'm not actually sure if this can even spawn, but since you can techinically spawn it through the item spawner and then take it in, I'll count it. However, there isn't much to say. it has like a 2000-round magazine, or something around there, an incredibly high firerate, and it fires a full-sized cartridge. While you can't aim it, it fires tracers, and the recoil isn't that high. I needn't really say it, but this weapon is practically cheating, or God mode. LMG/Overall rank: HAND OF GOD.
Grenades
Grenades are things that you throw that make things either die or in the case of smoke grenades become obscured. They aren't exactly precision instruments. All of these are F-tier if you are stupid and kill yourself with them, but otherwise can be very useful. (if I ranked them, which I won't because they aren't guns, and their usefulness is entirely detirmined by your throwing skill, and they are all somewhat similar)

Bananade: I'm not sure if this is what it's called, but it's what it should be called. Anyway. It must be lit like Dynamite, which means a lighter, a match, or even shooting it (though that can cause premature explosions if you aren't careful). The advantage is the fact it splits off into about three separate grenades which all do high damage. Overall, pretty good.

Cybernade: Like a regular grenade, but slightly more flexible because you can set the fuse time, and because the rapidness of the beeping sound tells you when it will explode.

Dynamite: With the explosive radius akin to that of a grenade, but a slightly less practical way to prime it. Replace this with a grenade when possible unless you have an open lighter in your quickbelt, in which case Dynamite is actually quicker.

Smoke Grenades: These actually have some surprising utility to them. For one, they disorient bots, but for another they can give you the chance to reload that really awesome but really impractical gun you've been lugging around (cough cough, MG-42, cough cough) or to simply allow yourself to hide in the smoke for a whole round if you aren't confident in your weapons or fighting ability.

Standard Grenade: (The ones you can use in the main menu of the game) These are your standard grenades and you can use them in the skee-ball thing available in the game. Fun, and they definitely do explode.

Pineapple grenade: For the nostalgic Demolition man who wants to relive blowing up Nazis in Medal of Honor or Call of Duty 1 and 2.

Number 69 ( ͡° ͜ʖ ͡°) Grenade: These British grenades are fun as ♥♥♥♥, you pop the top and toss it at what you want to stop. Just don't kill yourself with it.

STIELHANDGRANATE: ACHTUNG! GRANATE!
In all seriousness, these, for whatever reason, can be thrown really far, very easily, and you can club things to death with it. It's a melee weapon and a grenade, all in one!




Ordnance (Shootable Explosions)
These are like Nerf Guns for adults
or Pyromaniacs
(Also, these are, like grenades, not ranked, as these are usually good to keep on the side, and shouldn't really be compared with actual guns)

M1 Bazoinkadoink Bazooka: It's basically PVC pipe with some wood stuck on it that shoots rockets. I mean, it kills really well. But that includes you if you're a bad shot unfortunate enough to miss your target.

M203: This is simply a hand-held grenade launcher, and its man draw is the fact that its small. Anyway, that's about it, not too much to say, but pick it up if you find it. However, it's probably tied for
second-to-last in terms of the grenade launchers, next to the M-79 for the reason of both having a smaller explosion radius and a low capacity.

M-79 Thumper: Welcome to Vietnam. It's fun, it's historical, it's just outmatched by the actual launchers and the revolver grenade launcher, or whatever its called.

MGL: It might as well stand for Massive Grenade Launcher, but I have no idea what it is really. Anyway, it's probably the best in the Ordnance class as it's the only one to hold more than one shot. This also works pretty well with both the 40mm slugs and the 40mm buckshot, and practically makes it either a huge revolver or a huge MTS shotgun.

RPG-7: Due to the fact that you load from the front, it's probably the best of the shoulder-fired rockets in the game simply because its the easiest to reload. A ton of fun, undoubtedly.

German Flare gun thing: It's pistol sized, and that's the only positive in comparison to the other weapons. It's fun though, and a small grenade launcher is better than none.

66 Kommentare
extra treeger 19. Okt. 2024 um 3:23 
too much words
Armovetz 29. Aug. 2024 um 1:13 
━━━━╮ This is memedog. Help
╰┃ ┣▇━▇ memedog take over
 ┃ ┃  ╰━▅╮ Steam Guides by pasting
 ╰┳╯ ╰━━┳╯ him in other
  ╰╮ ┳━━╯ Guides or he
 ▕▔▋ ╰╮╭━╮ will never be a meme dog
╱▔╲▋╰━┻┻╮╲╱▔▔▔╲
▏  ▔▔▔▔▔▔▔  O O┃
╲╱▔╲▂▂▂▂╱▔╲▂▂▂╱
 ▏╳▕▇▇▕ ▏╳▕▇▇▕
 ╲▂╱╲▂╱ ╲▂╱╲▂╱
biocrab 2. Aug. 2024 um 13:14 
@K1NG_FU his weapons don't count, or this would be a tier list of all the weapons in the game
biocrab 2. Aug. 2024 um 13:11 
you forgot one revolver (which is actually the first one i got)
joon208 27. Juni 2024 um 15:12 
about vector(just for info), you can fast release mag if you hold the part near mag with second hand(idk how to call it normaly) and press mag release button on second controler
K1NG_FU 5. Aug. 2023 um 19:20 
I can confirm that the Minigun does spawn in TNH. I got it with ricky dicky random.
codethismachine 20. Juni 2023 um 12:50 
i honestly think all the pistols (yes,even the volcanic) should be put at a higher tier #1 you can reaload ANY GUN (exept for the flintlocks) pretty fast and even if your gun uses 22lr its still gonna kill those sausages quickly im not very experenced but i know the volcanic even with all of its faults deserves at least C in its own catogory. PS; get gud
j_tha_panther 25. Apr. 2023 um 16:17 
almost every pistol is in D or F :skull:
George Pwn'es 25. Sep. 2022 um 9:08 
Bruh this guy clearly cannot reload SA revolvers. Thats sad
Its a gun game, and youre shooting Assault rifles? Not single action revolvers? Thats gay.
Youre gay. Im gay.
Review Rating: D