Garry's Mod

Garry's Mod

Not enough ratings
BEAS Guide to Gmod's hl2 weapons
By Box and 1 collaborators
This guide explains what each half life 2 weapon does, when to use them, a few exploits, and likewise.
   
Award
Favorite
Favorited
Unfavorite
The Pistol
The 9mm H&K USP Match can be used in short (CQB) to medium range.

Firerate
It has a maximum tap fire rate of 440 RPM (Rounds/minute) and a maximum fire rate while holding the fire button down of 120 RPM.

Accuracy
It is most accurate firing at around 120 RPM (1 round per half second) or slower while tap firing. It is least accurate while holding the fire button down. The pistol is accurate at up to around 25 meters.

Damage
Headshot- 24
Foot, Leg, Arm- 3
Body (Chest, Groin etc)- 12

The pistol is best used for finishing enemies off (health 25 or below), or used in open combat conditions. It can also be used with rapid fire at medium range, like 20-30 meters or something. The pistol can be fired underwater as well.
Skill level (out of 4): 1
The Colt Python .357 Magnum

The .357, or simply the revolver, is one of the most deadly weapons in the Half Life 2 weapon pack...thing.

Accuracy
It is 100% accurate at all ranges. Its accuracy only decreases with recoil, which is high. This makes the revolver suitable for long range engagements.

Rate of fire
It's rate of fire is capped out at 80 RPM. This may be low, but the revolver should not be used for rapid fire in any case due to recoil. Each shot should be carefully coordinated if at medium to long range.

Damage
Headshot- 150
Legs/Arms- 18
Chest- 75

The .357 can be a great long range weapon when using the suit zoom mechanism, and even deadlier at short range if you have a lot of skill. For long range, it is highly recommended to hit headshots (usually instant kills) to keep your enemy from detecting you, which can be aided using the camera instead of suit zoom.
Skill Level: 3
The MP7 SMG

SMG
The SMG is undeniably the most dangerous CQB weapon. With a high rate of fire and a grenade launcher, this weapon is second to none in close quarter combat.

Accuracy (SMG)
It is not accurate. It is accurate at around 10 meters, and can be effective at up to 25. It has almost no recoil, meaning tap-firing the weapon makes no difference in accuracy.

Fire rate (SMG)
It's fire rate is 857 RPM. Its magazine capacity of 45 makes it so that if you miss, its no big deal.

Damage (SMG)
Headshot- 24
Legs- 3
Chest- 12

The SMG is ideal in less than 10 meters, against moving targets, like most pvp conditions. Aiming at the chest or higher is recommended, cos its no big deal if you miss.
Against a non-moving target, it will only take a second or two shooting them in the head.

SMG Grenade

Accuracy
100% accurate, but has a large amount of drop. Max range is around 40 meters.

Firerate
60 RPM, 1 round/second.

Damage
Direct hits vary in the 90's

The SMG Grenade can be very effective in an open field at short to medium range, or clearing a room.

Skill Level: 1
The Overwatch Standard Issue Pulse Rifle

Pulse Rifle

The Pulse Rifle, aka the AR2 seems to do double the damage of an SMG against NPC's, yet slightly less damage against players. Despite this, it may still be viable when engaging in 20-30 meter range in comparison to the SMG.

Accuracy (OSIPR)
Its accuracy makes its range slightly higher than the SMG. It's max effective range is around 30 meters, and its recommended range is 20-30 meters. In order to maintain maximum accuracy, keep bursts short (3-6 rounds in succession, try counting 4 shots in your head). The difference between bursting and shooting one at a time is very, very minimal.

Firerate (OSIPR)
The firerate is 652 RPM. The low fire rate raises its recommended engagement range.

Damage
Headshot- 22
Legs/Arms- 2
Chest- 11

It is not recommended in most cases for higher skill players (either the .357 or SMG are ideal). Despite this, it is still effective against targets which are either running away, moving side to side trying to dodge bullets, or standing relatively still.

Pulse Ball

Accuracy (Pulse Ball)
100% accurate, but moves really slow and explodes after 5 seconds.

Fire rate (Pulse Ball)
40 RPM

Damage
1000 to any body part.

The pulse ball is what makes the AR2 extremely important in breach/clear operations. It is absolutely ideal for clearing a room and taking the enemy by surprise. I cannont emphasize its usefulness in tight spaces enough.
It is also effective on vehicles, when hitting the cockpit. In doing so, it will only say that the driver has killed themselves.

Skill Level: 1
The Combine SPAS-12

The SPAS-12, aka shotgun fires 8 pellets in a cone shape. It is dangerous at very short range, but it's surprisingly easy to miss. Secondary fire shoots 12 pellets with no penalty to accuracy, though takes 2 shots.

Accuracy
Extremely inaccurate. Recommended range less than 10 meters.

Fire rate
Primary fire- 68 RPM
Secondary fire- 58 RPM

Damage (Primary fire)
Headshot- 44
Legs/Arms- 16
Chest- 28

Damage (Secondary fire)
Headshot- 64
Leg/Arm- 30
Chest- 48

Avoid using secondary fire as much as possible, primary fire makes the most out of its 6 shots and secondary wastes 4 bullet impacts at a slower rate of fire.

Skill Level: 2
The Crossbow

The most versatile weapon in the game, and my personal favorite, this weapon can be used in short, medium, and possibly long range. When used by a skilled player, this is hands down the best weapon.

Accuracy
100% accurate, but has flight time and drop. This is why it is not absolutely ideal for long range. Recommended range is up to 300-500 meters. Effective engagement distance 50-100 meters. Recommended 10-40 meters or so.

Firerate
31 RPM.

Damage
100 anywhere

The crossbow can be combined with the cameras zoom functionality to "sight it in" by zooming in so that the point of impact rests upon the bottom of your screen, allowing you to use the bottom of your screen as a point of aim for that range.

Its bolts can be bounced off the ground, negating the need to aim vertically for the most part during close range PVP. The crossbow, like the pistol, can be fired under water as well. Not to mention it is much quieter than any other weapon. The Crossbows scope zooms in slightly more than suit zoom as well.
Skill Level: 4
The MK3A2 Grenade

The Grenade is hardly ever reliable. It's fuse time of 4 seconds makes it hardly ever viable to use even clearing out rooms.

Accuracy
It's accuracy is....rather different. You need to know the entities spawn location (further up of the player) and where it'll roll. Its effective range is short, at around 30 meters.

Firerate
30 RPM

Damage
I had a hard time figuring this one out. I think it's 150 at most.

It's mostly not viable to use, especially when you have combine balls. The only way's you'll get kills from this is when a bunch of enemies are in close range combat, so you can throw a bunch in their direction and blow them up.
Another reason you might use it at all is if you need an enemy out of a certain position, or scattering a group of them. This may risk alerting them of you're presence, however.

Skill Level: 4
The Laser Guided RPG

Yes I know, its not really called the Laser Guided RPG, but then again its laser guided so why not. The RPG, aka the minge tube, takes no skill and is kind of annoying. It's the only weapon that can take down the Hunter Chopper.

Accuracy
100% accurate except if you're trying to destroy a seagull.

Firerate
Max is 34 RPM

Damage
Up to 150 anywhere

This is not exactly recommended unless you dont mind being called a minge or something.
The RPG flies as fast as you can noclip.
Or, if you're using SPD, you can use it against vehicles or fortifications to take it down. Which I dont think is mingey at all so.
With skill in b-hopping it's not hard to dodge incoming RPGs.

Skill Level: 0
The Crowbar

High swing rate melee weapon. Deals 25 damage per hit.
Skill Level: 2
The Stunstick

Low swing rate melee weapon. Deals 40 damage per hit.
Skill Level: 3
The Selectable Lightweight Attack Munition

The SLAM can be used either as a trip mine or C4 like munition. Regardless, it is perfect for ambushes and the like.

Damage
Can deal over 300 damage in C4 mode
200 damage in trip mode

If for some reason you want a slow crossbow bolt thats hard to aim, just set down a C4 SLAM, crouch on top of it and look down at it and fire the crossbow. Honestly though the SLAM is underrated, its easy to set up and has good damage.
Using the tripwire type mechanism: Try to position it so if the enemy rushes in, they will not see it right away. For example, when an enemy makes a turn they should immediately run into the tripwire.
Using the C4 type: This is more of an ambush thing. It's best to keep it hidden, while you (the operator of the SLAM) are also hidden.
If you're being pursued, these may be better than the grenade. Throw them down and blow them up a second later.
Skill Level: 3
8 Comments
andreweathan Feb 11, 2019 @ 3:28am 
i'm probably the only one in the entire game who actually noticed that as i never saw it being used
Box  [author] Feb 10, 2019 @ 6:24pm 
duuude thats wack
didnt see that till now
andreweathan Jul 25, 2018 @ 4:17pm 
about the crossbow with SLAM glitch at the end, i found a glitch (and i'm probably the only one to find it) which allows tripmines to be placed 2x faster

to replicate, crouch and look forward, press and hold mouse1 and while it's doing its throw animation, look down. it'll place a tripmine and c4, so back away. Now, hold down the mouse1 key and glide along the ground fast-placing dem SLAMs.
andreweathan Jul 23, 2018 @ 3:36pm 
insert a joke here that was supposed to be a pupolar spongebob quote
andreweathan Jul 6, 2018 @ 3:29am 
awesome that's more detail than i thought. bravo
Cake  [author] Jul 5, 2018 @ 10:13pm 
V heck V
Box  [author] Jul 5, 2018 @ 10:11pm 
V shes lying she helped alot with the damage V
Cake  [author] Jul 5, 2018 @ 10:10pm 
i litterally did nothin to help he did all the work