Tom Clancy's Rainbow Six: Vegas 2

Tom Clancy's Rainbow Six: Vegas 2

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Rainbow Six Vegas 2 Weapon Guide
Von Spybreak001
This guide will walk you through all the firearms available in Rainbow Six Vegas 2, including statistics for each weapon, accessory recommendations, gameplay advice, and fun random facts. A LOT of random facts.
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Pistols, Part One
WALTHER P99

DAMAGE 4/10
RANGE 3/10
ACCURACY 7/10
PENETRATION 6/10

Caliber: .40S&W
Magazine Capacity: 12+1
Country of Origin: Germany
Recommended Attachment: Any
Unlocked at Start

One of James Bond's signature weapons appears in Rainbow Six Vegas 2 as your first pistol available. Despite its lower damage stat, it takes the same amount of shots on normal difficulty to down an opponent in close range as the MK23, USP40, and 92FS. Pistols in Rainbow Six Vegas 2 offer unlimited magazines, so if you need to conserve ammo, switch to your pistol for your less risky engagements. When on a rope, you will automatically switch to your pistol. Keep your choice of pistol in mind if you plan on rappelling, as this will be your only offensive option. The latest incarnation of the P99 design is the Walther PPQ, which improves ergonomics and offers a shorter, more crisp trigger pull.


HK USP40

DAMAGE 4/10
RANGE 3/10
ACCURACY 6/10
PENETRATION 6/10

Caliber: .40S&W
Magazine Capacity: 13+1
Country of Origin: Germany
Recommended Attachment: Any
Unlocked at Start

The Heckler and Koch USP, or Universal Self-Loading Pistol, was originally built around the then-emerging .40 caliber round. A solid early game pick, the USP offers a balance of size and power. Pistol sights are fixed and work best at close range. If you need to use a pistol at medium or long range, I would recommend using a laser and shooting from the hip (believe it or not). On normal difficulty, two shots to the torso will down an opponent; usually three if you hit the arm or leg. This holds true regardless of whether you use the P99, USP40, MK23, or 92FS. A promotional picture from Heckler and Koch featuring the then-new USP (actually the same used in this guide's thumbnail) was featured on the box art for the very first Rainbow Six game. The USP has the distinction of being one of only a few weapons to appear every single Rainbow Six title to date, alongside the Beretta 92FS, MP5, and a Benelli M-series shotgun. Though still popular, the USP has been improved upon since with HK's more recent P30 and HK45 models.


HK MK23

DAMAGE 5/10
RANGE 4/10
ACCURACY 7/10
PENETRATION 6/10

Caliber: .45ACP
Magazine Capacity: 12+1
Country of Origin: Germany
Recommended Attachment: Laser Sight
Unlocked at Start

The MK 23 Mod 0 is commonly known as the SOCOM, as it was designed for US SOCOM itself along with its own suppressor and LAM unit complete with a standard laser, invisible infrared laser, and tactical flashlight. Although at point blank range the P99, USP40, MK23, and 92FS all do the same damage, bullet damage will decrease over distances and when passing through objects. If you plan on using your pistol to shoot through an object or over a considerable distance, the added power of the MK23 might come in handy to ensure your damage stays consistent. While I would normally recommend extended magazines for the MK23, the extended magazines only give you +3 rounds, so you may as well use a laser sight instead. If you don't use a pistol often and still need a suppressor, this is a good choice. Designed for extremely high military specifications, the real HK MK23 is powerful, incredibly accurate, and highly durable, being both waterproof and usable in extreme temperatures. However, its bulky design, uncomfortably large size, and heavy weight for a pistol limited its popularity among users. HK would soon develop the USP Tactical in response, providing a match grade special forces pistol without the size related drawbacks.


IMI DESERT EAGLE

DAMAGE 8/10
RANGE 8/10
ACCURACY 6/10
PENETRATION 8/10

Caliber: .50AE
Magazine Capacity: 7+1
Country of Origin: USA/Israel
Recommended Attachment: Extended Magazine
Unlocked in ACES: Assault Level 4

Designed by Magnum Research, the Desert Eagle was originally built by Israel Military Industries until recently, when Magnum Research began its own manufacturing of the famous pistol. A cultural icon of massive stopping power, the Desert Eagle's in-game drawbacks are its heavy recoil, limited magazine capacity, low rate of fire, and no suppressor (who would use it anyway). Extended magazines are highly recommended to increase the Desert Eagle's gameplay potential as a sidearm, although the laser is not a bad choice either. Unlike the standard pistols, the Desert Eagle is capable of killing a standard enemy on normal difficulty in one shot at close range regardless of where you hit them. Despite what you may see in games, the Desert Eagle is designed and used for sports/recreation and not for combat situations, as the extreme size, weight, and recoil are highly impractical for this purpose. It also comes in several calibers including .357 magnum and .44 magnum, though the iconic status of the .50 AE variant frequently eclipses these.
Pistols, Part Two
BERETTA 92FS

DAMAGE 4/10
RANGE 3/10
ACCURACY 8/10
PENETRATION 6/10

Caliber: 9mm Parabellum
Magazine Capacity: 15+1
Country of Origin: Italy
Recommended Attachment: Laser Sight
Unlocked in ACES at Marksman Level 8

The Beretta 92FS offers solid accuracy, reliability, and low recoil at the cost of limited stopping power, as do many 9mm handguns. The 92FS already carries a generous 15+1 magazine capacity, so a laser sight is recommended to allow the 92FS to improve hip-fire accuracy. The in-game damage and recoil of the 92FS are nearly identical to the P99, USP40, and MK23. The large magazine capacity makes a suppressed Beretta 92FS an excellent choice of sidearm for stealth missions. The Rainbow Six series correctly names the Beretta as the 92FS model. The common terms "M92" and "M92F" are misnomers; the 92FS is the standard model and the M9 is built and issued specifically for the US military. Though the actual difference between these models is not significant, the "M" is not interchangeable. A staple of international military use and John Woo movies, the most recognizable trademark of the 92FS is the open slide and exposed ejection port. When the slide cycles, the ejection port of the 92FS is exposed on all three sides, reducing the likelihood of the spent shell casing failing to eject completely and jamming the gun, frequently known as a "stovepipe" jam. The SIG P320 is currently replacing the M9 as the standard issue handgun of the US military, but the 92FS still remains in use for now.


GLOCK 18C

DAMAGE 3/10
RANGE 1/10
ACCURACY 5/10
PENETRATION 5/10

Caliber: 9mm Parabellum
Magazine Capacity: 10+1
Country of Origin: Austria
Recommended Attachment: Extended Magazine
Unlocked in ACES at CQB Level 8

The Glock 18 is not particularly versatile, but by far one of the most potent sidearms. Not due to the poor accuracy, low stopping power, or short range, but due to its full auto capability. A laser sight might seem a wise choice to improve its low accuracy, but RSV2's G18C holds only 10+1 rounds, so a better choice is to use extended magazines, which beings the magazine capacity up to 17+1. With these, the G18C effectively becomes a submachine gun with unlimited ammunition, though it requires near-constant reloading when used as such. Keep in mind the G18C cannot accept a suppressor. If for whatever reason you need to resort to using your pistol far more often than you'd like to, this should be your choice. The "C" in Glock 18C stands for compensator, or the ventilation cuts on the barrel visible through the top of the slide. These allow gas to vent through the top of the barrel, which helps reduce recoil. The real Glock 18 can accept 10, 17, or extended 33 round magazines. With their inherent simplicity, low cost, and rugged reliability, Glock pistols continue to be some of the most widely used handguns in the world.


TAURUS RAGING BULL

DAMAGE 9/10
RANGE 8/10
ACCURACY 6/10
PENETRATION 9/10

Caliber: .454 Casull
Cylinder Capacity: 6
Country of Origin: Brazil
Recommended Attachment: Laser Sight
Unlocked in ACES at Assault Level 10

The sole revolver of the game, the Raging Bull is also the most powerful sidearm available. High accuracy and massive damage means this revolver can be used at close to medium ranges to take out any opponent in one shot, especially with the laser sight attachment (which happens to be its only attachment anyway). As with almost every revolver, the Raging Bull cannot be silenced. The Raging Bull also features two different reloading animations depending on whether or not you have emptied all the cartridges. Similar to the Desert Eagle, the Raging Bull is a good choice of sidearm should you prefer a one-shot kill weapon rather than full auto or a suppressor.
Submachine Guns, Part 1
HK MP5N

DAMAGE 5/10
RANGE 3/10
ACCURACY 8/10
PENETRATION 4/10

Caliber: 9mm Parabellum
Magazine Capacity: 30+1
Country of Origin: Germany
Recommended Attachment: Laser Sight/Extended Magazine
Unlocked at Start

The Heckler and Koch MP5 Navy emerges as the most prominent submachine gun of the game. Offering an ideal balance of accuracy, rate of fire, and recoil, the MP5 is your perfect bread-and-butter submachine gun, doing above average at all things but truly excelling at none. The V-style drum sights, an HK staple, offer excellent sight picture and good peripheral vision, leaving open the option of using a laser sight to extend your range or an extended magazine for those tougher firefights. The MP5 in Rainbow Six Vegas 2 offers an optional three-round burst fire mode. The MP5 has a good rate of fire but a short effective range, so put those bursts to good use. Though you can put an ACOG or even a 6X scope on most submachine guns, the kind of long-range engagement that requires this is better suited to assault rifles.


B&T MP9

DAMAGE 5/10
RANGE 3/10
ACCURACY 7/10
PENETRATION 3/10

Caliber: 9mm Parabellum
Magazine Capacity: 30+1
Country of Origin: Austria/Switzerland
Recommended Attachment: Extended Magazine
Unlocked at Start

Formerly known as the Steyr TMP, Swiss manufacturer Brugger and Thomet acquired the rights to the TMP and rebuilt it with a side-folding stock, new safety mechanism, and picatinny accesorry rail as the B&T MP9. Gameplay wise, it's more or less similar to the MP5 in terms of performance, but trades a bit of accuracy and range for a higher rate of fire. Put a suppressor to this and it will serve you very well in clearing rooms when you need to kill things quickly and quietly. The (misaligned) iron sights offer a clear sight picture, allowing you to utilize an extended magazine to ventilate small rooms, chairs, tangos, ferrets, and everything in between with considerable ease. The MP9 is unlocked at the start of the game, and remains one of my favorite submachineguns for standard room clearing.


INGRAM MAC-11

DAMAGE 4/10
RANGE 3/10
ACCURACY 3/10
PENETRATION 3/10

Caliber: .380 ACP
Magazine Capacity: 32+1
Country of Origin: USA
Recommended Attachment: Extended Magazine
Unlocked at Start

The MAC-11 offers low damage, poor range, lackluster accuracy, and a deafeningly high rate of fire. Extreme trigger discipline is a must when using this gun, as the entire magazine will empty itself in an astoundingly short period of time. The kick from the weapon will obscure the front sight, but since this weapon is only usable at point blank range, that really isn't an issue. If you don't like shotguns, the M11 could prove useful. Otherwise, the M11 proves inferior to the other submachine guns. The MAC-11 is the weaker .380 ACP variant of the famous .45 ACP MAC-10. Neither are particularly common in modern times, though the MAC-10 remains a practical choice of an inexpensive and easily suppressed submachine gun.


HK UMP45

DAMAGE 5/10
RANGE 4/10
ACCURACY 8/10
PENETRATION 4/10

Caliber: .45ACP
Magazine Capacity: 25+1
Country of Origin: Germany
Recommended Attachment: Extended Magazine
Unlocked in ACES at CQB Level 4

The UMP45, unlike most submachine guns, is better suited to medium range rather than close range. The .45ACP round offers superior stopping power to the 9mm round but the rate of fire is low, especially compared with the other submachine guns in the game, so your enemies will not go down quite as fast. The iron sights are the same type as the sights you will find on the G36C, so G36C users will feel right at home. The UMP45 is already very accurate for a submachine gun, so use an extended magazine to get the most out of this weapon. The UMP45 also offers a burst mode; this time a two-round burst. One burst is usually not enough unless both rounds directly hit the torso at close range, so double tap the mouse to reliably drop enemies. For some reason, the UMP45 does not allow use of the ACOG attachment, which I would guess is a development oversight.


FN P90

DAMAGE 4/10
RANGE 3/10
ACCURACY 7/10
PENETRATION 3/10

Caliber: 5.7mm
Magazine Capacity: 50+1
Country of Origin: Belgium
Recommended Attachment: Reflex Sight/Laser Sight
Unlocked in ACES at CQB Level 10

The P90 is one of the few firearms in the game to come with an integrated reflex sight. Unfortunately, the outside of the P90's frame obscures some peripheral vision while aiming. If you can't stand the integrated sight, you can put a reflex sight on top of it. If you like it, grab a laser sight to increase your firepower in mid-range engagements. Statistically the P90 is accurate but lacks punch. Fortunately, the P90 offers its trademark 50-round magazine, ensuring that you have plenty of ammo to drill tangos with. The P90 also has a three-round burst function. The P90's damage is slightly lower than the MP5, so it may take more than one burst to make a kill. With its high rate of fire and excellent accuracy, the P90 excels the most when used with a supressor at medium range. The real P90 was designed as a close range weapon able to penetrate body armor, a rarely seen trait shared only in western firearms by the HK MP7 and FN's own FiveseveN pistol.
Submachine Guns, Part 2
HK MP7

DAMAGE 5/10
RANGE 3/10
ACCURACY 7/10
PENETRATION 3/10

Caliber: 4.6mm
Magazine Capacity: 40+1
Country of Origin: Germany
Recommended Attachment: Reflex Sight
Unlocked in ACES at CQB Level 12

HK's MP7A1 appears in Rainbow Six as a superb close quarters combat weapon. It's quite accurate for a submachine gun, offers average damage, a good rate of fire, and most importantly, low recoil. The main disadvantage to this weapon is the poor sight picture from the flip up sights, which also obscures vision in full auto. Counter this with an optic of your choice. Statistically, the MP7 sacrifices a minor amount of range in exchange for a larger magazine; 40 rounds per magazine. The real MP7 comes with flush 20-round magazines and extended 40-round magazines, so you are technically already using extended magazines on this weapon. Your teammates Jung and Walters will utilize suppressed MP7s whenever you attach a suppressor to your weapon. Like the FN P90, the MP7 was designed as a submachine gun capable of penetrating body armor, though its popularity has yet to overtake the ubiquitous MP5.



CZ SKORPION VZ83

DAMAGE 4/10
RANGE 3/10
ACCURACY 3/10
PENETRATION 3/10

Caliber: .380 ACP
Magazine Capacity: 30+1
Country of Origin: Czechoslovakia
Recommended Attachment: Laser Sight/Extended Magazine
Unlocked in ACES at CQB Level 14

The Skorpion, a popular machine pistol/submachine gun hybrid hailing from the former Czechoslovakia, doesn't seem to be up to par with the other weapons available to you by now. Damage is average at best and the range and accuracy are poor. The sights offer little peripheral vision, but a large sight picture. The rate of fire on the Skorpion is quite high but not as high as the M11 or MP9. The Skorpion is a commonly seen gun during the singleplayer campaign, but in your hands, it doesn't quite measure up to the quality of your other options. Rainbow Six presents us with the Skorpion Vz. 83, chambered in .380 ACP, which offers more stopping power than the smaller, more traditional curved magazine .32 ACP Vz. 61 variant more frequently seen in movies and games. The real Skorpion proved highly popular during the 1960's, 70's, and 80's as a compact weapon retaining the usefulness of both a pistol and a submachine gun.



TYPE 05

DAMAGE 4/10
RANGE 3/10
ACCURACY 8/10
PENETRATION 4/10

Caliber: 5.8mm
Magazine Capacity: 50+1
Country of Origin: China
Recommended Attachment: Laser Sight
Unlocked in ACES at CQB Level 16

The Chinese-made QCW-05, or Type 05, is a unique little number. The best comparison I can think of is if the FAMAS were a submachine gun. The Type 05 offers a three-round burst and a blistering rate of fire, which means you can fire off accurate bursts almost as fast as you can pull the trigger. Like the P90, the Type 05 has a large 50-round magazine, giving you plenty of ammo. In addition, the sights are simple and easy to use, so you can use a laser to help take down enemies or an optic of your choice. Despite its deplorably low range stat, the Type 05 can take down enemies at surprising distances. The main limiting factors to the Type 05 are the medium-low stopping power and its heavy recoil when firing on full auto mode, but nearly all submachine guns share this trait. I know little about the actual firearm itself, personally, and couldn't tell you anything you wouldn't find on wikipedia.



STEYR AUG PARA

DAMAGE 5/10
RANGE 3/10
ACCURACY 8/10
PENETRATION 4/10

Caliber: 9mm Parabellum
Magazine Capacity: 25+1
Country of Origin: Austria
Recommended Attachment: Reflex Sight
Unlocked in ACES at CQB Level 18

The submachine gun of the AUG family, the AUG Para offers almost rifle-like accuracy in an extremely compact package. The AUG Para's accuracy is on par with the Type 05, MP5, and UMP, while the rate of fire is as high as the MP9. This combines to make an extremely powerful, but difficult to handle, firearm. The heavy recoil can be difficult to mitigate with the iron sights, so a reflex sight is recommended. It also does solid damage at close range, even on par with that of the UMP45. Overall the AUG Para offers a huge amount of firepower in a compact package. Be wary of engaging multiple hostiles at once with the AUG Para, because the weapon's high rate of fire and low magazine capacity will leave you empty fairly quickly. Despite the high popularity of the AUG as an assault rifle, its submachine gun variant does not see much use, to my knowledge.
Assault Rifles, Part 1
SIG SG552 COMMANDO

DAMAGE 7/10
RANGE 7/10
ACCURACY 8/10
PENETRATION 7/10

Caliber: 5.56 NATO
Magazine Capacity: 30+1
Country of Origin: Switzerland
Recommended Attachment: Any
Unlocked at Start

The SG552 is the first assault rifle in the list, and is a great all-around choice for any type of engagement. It offers very good stats and the HK-styled V-drum sights offer excellent sight picture and peripheral vision, eliminating the need for a reflex sight. Equipping the SG552 is a simple matter: extended magazines for close range, a laser sight for medium range, and an ACOG or 6X scope for long range. Though you wouldn't normally think of using the SG552 at long range due to its extremely compact size, its excellent range and accuracy combined with solid punch makes it a very potent weapon at long range as well. A popular choice for special forces due to its extremely compact size, the SG552 has since been replaced with the SG553, an extremely similar model with internal upgrades to improve reliability. This gun is frequently confused by many games with the SG556, a semi-auto only rifle designed for civilian markets.


HK G36C

DAMAGE 6/10
RANGE 6/10
ACCURACY 8/10
PENETRATION 6/10

Magazine Capacity: 30+1
Caliber: 5.56 NATO
Country of Origin: Germany
Recommended Attachment: Any
Unlocked at Start

The compact version of Heckler and Koch's G36 serves as one of the more popular weapons in the game. The G36C's iron sights are similar to those found on the HK UMP45, and as such offer good peripheral vision, but not quite as good as the SG552. The G36C performs very similarly to the SG552. Although it is slightly inferior to the SG552 in terms of damage, range, and penetration, it also offers slightly better accuracy. Despite its lower stats, the increase in accuracy makes the G36C superior to the SG552 when taking out foes at extreme range. Your teammate Jung will use a G36C throughout the campaign. The G36 is a highly popular carbine in use with special forces around the globe.


FAMAS

DAMAGE 6/10
RANGE 6/10
ACCURACY 9/10
PENETRATION 6/10

Magazine Capacity : 25+1
Caliber: 5.56 NATO
Country of Origin: France
Recommended Attachment: Any
Unlocked at Start

The FAMAS F1's bullpup design offers a unique blend of high accuracy (second only to the XM8) and an incredible rate of fire, allowing you to effectively engage targets at just about any range. The iron sights don't get in your way during automatic fire either, allowing you to utilize a laser sight to increase hip-fire accuracy or an extended magazine to keep you in the fight longer. Use a scope and you can go toe-to-toe with enemy snipers with this beast. The FAMAS is arguably the best assault rifle in the game when it comes to long distance shooting. The only drawback to the FAMAS is the limited magazine capacity, which is eaten up very quickly by the voracious rate of fire, prompting frequent reloading. While regarded fondly by its users as a reliable and quality weapon, the manufacturer of the FAMAS has since ceased production and closed up shop. The HK416 is currently replacing it as the standard issue service rifle for the French military.


FN SCAR-H CQC

DAMAGE 7/10
RANGE 8/10
ACCURACY 8/10
PENETRATION 5/10

Magazine Capacity: 30+1
Caliber: 7.62 NATO
Country of Origin: Belgium
Recommended Attachment: Reflex Sight
Unlocked at Start

In terms of raw damage-per-second output, the FN SCAR-H is the most powerful assault rifle in the game. The stopping power of the 7.62 NATO round combined with a surprisingly high rate of fire is a deadly combination, but the gun suffers from massive recoil. The iron sights are peep sights and don't offer much in the way of sight picture, so I would recommend using optics of some kind. The excessive recoil means spraying automatic fire won't get you far, so use short to medium length bursts. The SCAR-H truly excels at close range engagements. The SCAR-H's recoil seems to be easier to manage when aiming down the sights. If you're aiming from the hip and firing on full auto, don't expect to hit anything. Treat it like a submachine gun, and it will serve you very well. The real 5.56 SCAR-L enjoyed a brief run in US special forces before orders were cancelled, with SOCOM deciding the improvement in performance over the M4A1 was not significant enough to warrant the price tag of replacing it. The 7.62 SCAR-H, however, proved to be a favorite and remains in use with US special forces today. Both the SCAR-L and SCAR-H are also now fielded by military and law enforcement groups around the world, including the Belgium Armed Forces.


IMI TAVOR TAR-21

DAMAGE 6/10
RANGE 6/10
ACCURACY 8/10
PENETRATION 6/10

Magazine Capacity: 30+1
Caliber: 5.56 NATO
Country of Origin: Israel
Recommended Attachment: Laser Sight
Unlocked in ACES at Marksman Level 4

Though not as accurate as the FAMAS or the L85A2, the TAR-21 offers very good accuracy, a high rate of fire, low recoil, and a unique integrated MARS reflex sight. The MARS sight offers solid peripheral vision and a good sight picture, so that frees up the option to utilize non-optic attachments. Combining the laser sight with the TAR-21's reflex sight will allow you to make equally accurate shots from either the hip or down the sight. Though you can attach an ACOG or a 6X scope to the TAR-21, it would be a waste of a unique opportunity to combine a laser sight and a reflex sight on the same weapon. If you find yourself having to choose between optics and lasers, the TAR-21 is made for you. The real Tavor has become popular with numerous military and law enforcement units worldwide as a high quality, accurate, and reliable bullpup rifle that excels at close quarters.


BARRETT M468

DAMAGE 7/10
RANGE 5/10
ACCURACY 8/10
PENETRATION 6/10

Magazine Capacity: 30+1
Caliber: 6.8 SPC
Country of Origin: USA
Recommended Attachment: Reflex Sight/Scope
Unlocked in ACES at Marksman Level 6

The M468's 6.8 SPC cartridge offers superior stopping power to the 5.56 NATO round found in many of Rainbow Six Vegas 2's weapons with only a marginal increase in recoil. The iron sights are peep sights that don't offer much sight picture and tend to jump around during automatic fire, so use of a reflex sight or scope is recommended. The spread is easier to control than that of the SCAR-H, but the range stat is notably lower than most assault rifles, which restricts its damage potential at long distances. Keep the M468 at medium range and it will dominate as one of the game's best weapons. The actual M468 suffered reliability issues and has since been replaced by the new and improved Barrett REC7.


HK G3KA4

DAMAGE 7/10
RANGE 8/10
ACCURACY 8/10
PENETRATION 6/10

Magazine Capacity: 30+1
Caliber: 7.62 NATO
Country of Origin: Germany
Recommended Attachment: Any
Unlocked in ACES at Assault Level 6

The heavy-hitting G3KA4 takes down tangos in two body shots at close range, just like the SCAR-H and M468. There are a number of minor differences between the three weapons. The G3KA4 has a slightly lower rate of fire than the other two and is also slightly less accurate. However, the G3KA4 has noticably less recoil than both SCAR-H and the M468. The lower rate of fire combined with the lower recoil makes the G3 easier to fire accurately on full auto, making it the best of the three for long range engagements. It also offers the trademark HK V-drum sights that we know and love. The G3KA4 can use any attachment in the game with a high level of effectiveness. The G3, though dated, is still a commonly seen 7.62 assault rifle all around the world due to its reliability and widespread availability.
Assault Rifles, Part 2
STEYR AUG A3

DAMAGE 7/10
RANGE 5/10
ACCURACY 8/10
PENETRATION 5/10

Magazine Capacity: 30+1
Caliber: 5.56 NATO
Country of Origin: Austria
Recommended Attachment: Reflex Sight/ACOG
Unlocked in ACES at Marksman Level 12

Just like the FAMAS, the Steyr AUG A3's bullpup design offers a high level of accuracy and long range. The AUG A3 features flip-up peep sights, which you can probably guess by now I don't like. The AUG fires at a relatively slow pace; hardly as hyper fast as the FAMAS. It also carries a larger magazine than the FAMAS, so you won't need to reload as often when using the AUG. The weapon's recoil is not bad, so you can effectively use the AUG at any range. You can use this weapon as a more balanced counterpart to the FAMAS, but the FNC outclasses the AUG A3 in just about every way. An interesting trait of the AUG is that it has no actual fire mode selector; instead, you pull the trigger halfway for semi-auto and all the way for full auto. There is a 4lb block in between the two to prevent accidental automatic fire.


AKS-74U

DAMAGE 7/10
RANGE 5/10
ACCURACY 6/10
PENETRATION 6/10

Magazine Capacity: 30+1
Caliber: 5.45x39
Country of Origin: Russia
Recommended Attachment: Any
Unlocked in ACES at Assault Level 12

The AKS-74U is a very potent weapon that is frequently and erroneously listed as a submachine gun by many games, but it's every bit an assault rifle as other compact carbines such as the SG552 and G36C. It has medium accuracy, good stopping power, a good rate of fire, and high recoil. The sights built into the AKS-74U offer a limited sight picture, but excellent peripheral vision. The AKS-74U, as you might expect from a carbine, performs best at close range where accuracy and recoil are less of an issue. The low range stat is another indicator that close range is the best way to go with this weapon. Compared with the AK47, the AKS-74U does the same damage (despite the lighter caliber) and offers a higher rate of fire.


XM8

DAMAGE 6/10
RANGE 6/10
ACCURACY 9/10
PENETRATION 5/10

Magazine Capacity: 30+1
Caliber: 5.56 NATO
Country of Origin: Germany
Recommended Attachment: Reflex Sight/ACOG
Unlocked in ACES at Marksman Level 16

Though it never saw full production in the US military, the Heckler and Koch XM8 earned a place in our hearts through its impressive test performance and futuristic style. In Rainbow Six Vegas 2, the XM8 is a powerful counterpart to the FAMAS. The XM8 is actually the most accurate assault rifle in the game, even beating out the FAMAS and the L85A2 through in-game testing. Considering the weapon also has low recoil as well, the XM8 emerges as one of the best assault rifles in the game for long range engagements. Compared with the FAMAS, the XM8 is more accurate and has a larger magazine size, but the rate of fire is slightly lower; however, it is still higher than most of the other assault rifles. The scopeless version we are presented with has actually been formally adopted by the Malaysian armed forces.


FN FNC

DAMAGE 7/10
RANGE 5/10
ACCURACY 8/10
PENETRATION 5/10

Magazine Capacity: 30+1
Caliber: 5.56 NATO
Country of Origin: Belgium
Recommended Attachment: Any
Unlocked in ACES at Assault Level 16

The first thing you'll notice about the FN Carbine is the excellent accuracy of the rifle. The FNC can make groups that even compare with the other 9/10 accuracy rifles. In fact, the weapon is statistically identical to the AUG A3. Compared side-by-side, the FNC has slightly lower recoil than the AUG A3. The FNC features interesting iron sights which are reminiscent of the G36C and UMP45, but have a larger sight picture and less peripheral vision. Due to the larger sight picture and lower recoil, the FNC is easier to fire accurately on full auto than the AUG A3. The only real drawback to this gun is the limited range stat; though its shots may land on target at long range, they won't do as much damage (see the FAQ section for a more detailed explanation of the range stat). Like many FN firearms, though it may be eclipsed in the catalog by newer and more modern designs, the FNC remains a popular choice of a simple carbine in Europe and elsewhere due to its sheer effectiveness and reliability.


L85A2

DAMAGE 6/10
RANGE 6/10
ACCURACY 9/10
PENETRATION 5/10

Magazine Capacity: 25+1
Caliber: 5.56 NATO
Country of Origin: United Kingdom
Recommended Attachment: ACOG/6X Scope
Unlocked in ACES at Marksman Level 18

Great Britain's controversial L85 underwent an internal upgrade courtesy of the engineers at Heckler and Koch, turning what was a disaster into one of the most accurate assault rifles today. The L85A2's main draw is its incredible accuracy; the gun ties with the FAMAS for the second-most accurate assault rifle, just behind the XM8. The main disadvantages to the L85A2 are the excessive recoil and low rate of fire. Don't even think of spraying on full auto, because it kicks like the SCAR-H but with less stopping power. The iron sights are pistol-style sights that offer excellent peripheral vision but a very small sight picture which makes precision shots difficult. If all you need is an accurate weapon the L85A2 will do the job, but the XM8 and FAMAS are better alternatives. The L85A2 remains in use with most British forces and is regarded as a effective, if rather cumbersome, weapon.


AK47

DAMAGE 7/10
RANGE 5/10
ACCURACY 6/10
PENETRATION 6/10

Magazine Capacity: 30+1
Caliber: 7.62x39
Country of Origin: Russia
Recommended Attachment: Laser Sight/Extended Magazine
Unlocked in ACES at Assault Level 18

Despite being the very first weapon you come across in the campaign, the AK47 will probably be the very last weapon you unlock and needs no introduction whatsoever. Just like its real life counterpart, the Kalashnikov works quite nicely at killing just about anything. It kicks like the other heavy hitters, the SCAR-H and G3KA4, and nearly matches their power. The accuracy is good enough and most of the stats are solid. The iron sights are the similar to those on the AKS-74U but offer better slightly better sight picture. The only functional difference between the AK47 and the AKS-74U other than the iron sights is the rate of fire; the AK47 has a lower rate of fire than the AKS-74U. Though a lower rate of fire offers less overall damage, it also translates into less recoil and less frequent reloading. You might not know that the actual AK47 was only produced by Russia for ten years; in 1959 the design was refined through a number of small improvements into the AKM. The AKM is the ubiquitous rifle that has become undoubtedly the most feared and respected rifle on the planet, though many merely use the term AK47 as a catch-all for the 7.62 caliber Kalashnikovs.
Light Machine Guns
MK46

DAMAGE 7/10
RANGE 6/10
ACCURACY 4/10
PENETRATION 6/10

Caliber: 5.56 NATO
Box Capacity: 100
Country of Origin: USA/Belgium
Recommended Attachment: Recoil Control Stock
Unlocked at Start

The MK46 Mod 0 is essentially an upgraded, lightweight variant of the M249. Light machine guns occupy a very odd niche in Rainbow Six Vegas 2. They have more recoil and lower rates of fire than assault rifles, making them inferior for standard room clearing. However, they can lay down absolutely massive amounts of suppressive fire without having to reload often, which can prove invaluable in certain situations (the helicopter finale being of note). Fortunately, the game offers LMGs an accessory unique to them: a thick stock that lowers recoil. This kind of accessory would be useful on just about any weapon, but is particularly useful on LMGs. The iron sights on the MK46 offer very good peripheral vision and a solid sight picture, so put that new stock to good use. Compared with the other LMGs, the MK46 offers the highest rate of fire and boasts excellent power with relatively low recoil. Your partner Walters will utilize an MK46 throughout the campaign.


HK21E

DAMAGE 6/10
RANGE 5/10
ACCURACY 6/10
PENETRATION 6/10

Caliber: 7.62 NATO
Box Capacity: 100
Country of Origin: Germany
Recommended Attachment: Any
Unlocked in ACES at Assault Level 2

Despite using a much larger caliber, the HK21E has lower stopping power than the MK46. Somebody explain that to me. It also fires more slowly and has strange recoil. The good news is that the HK21E is the most accurate light machine gun available. The excessive kick of the weapon obscures the front sight on full auto, but the spread is not as high as the kick makes you think. For a good target reference, fire until the outer arrows on your crosshair start to move outwards; this should happen after about ten straight shots on full auto. At this point, your shots will begin to land off target. You cannot equip a 6X zoom scope on light machine guns; although you can select the 6X Scope from the accessory menu, your scope will have the same amount of zoom as the ACOG scope. Scope or no scope, the HK21E proves to be the best option for long-range heavy firepower.


MG36

DAMAGE 6/10
RANGE 5/10
ACCURACY 4/10
PENETRATION 7/10

Caliber: 5.56 NATO
Magazine Capacity: 100
Country of Origin: Germany
Recommended Attachment: Reflex Sight/Recoil Control Stock/Laser Sight
Unlocked in ACES at Assault Level 8

The MG36. Now this is a tricky one. The damage is solid, the recoil is heavy, the accuracy average, but the sights are terrible. The MG36 uses the G36's standard export sight, which is a built-in 3x scope that takes up a HUGE part of your peripheral vision, and you don't even get any magnification from the scope. Fortunately, you have options. You can either put a reflex sight on top of the scope, finally giving you good sight picture, or use a laser or recoil control stock and aim from the hip instead. So what sets the MG36 apart? The MG36's main draw is the 100-round Beta C-Mag, which offers a slightly faster reload than the belt-fed boxes of the other light machine guns. The gun also offers a very high penetration stat, but the usefulness of this alone is dubious at best. HK's real MG36 never saw widespread exportation, as the G36's design overheated when used in the machine gun role.


M249 SPW

DAMAGE 7/10
RANGE 6/10
ACCURACY 4/10
PENETRATION 6/10

Caliber: 5.56 NATO
Box Capacity: 100
Country of Origin: USA/Belgium
Recommended Attachment: Recoil Control Stock
Unlocked in ACES at Assault Level 14

At first I thought SPW was a typo for SAW, the M249 Squad Automatic Weapon, but it turns out SPW stands for Special Purpose Weapon. Basically, this is your standard military-issue M249 outfitted with all the usual toys like picatinny rails, a vertical foregrip, and a shortened barrel; not too different from the MK46. As the stats show, the M249 SPW is statistically identical to the MK46. The only difference in Rainbow Six is the rate of fire. The M249 SPW has a lower rate of fire than the MK46. While this means you have less overall damage per second, it also means you will have an easier time controlling the weapon's recoil and the 100-round box will last even longer. The MK46 proves superior at general engagements, but the M249 SPW should be your top choice should you need a sustained stream of gunfire for an extended period of time.
Shotguns
REMINGTON 870 MCS

DAMAGE 10/10
RANGE 1/10
ACCURACY 2/10
PENETRATION 9/10

Tube Capacity: 8
Country of Origin: USA
Recommended Attachment: Laser Sight
Unlocked at Start

The Remington 870 is the standard issue shotgun for many police agencies around the United States. Utilizing a shotgun in Rainbow Six Vegas 2 is a very risky business. Since all but one of the shotguns are pump-action like the Remington 870 and enemy bullets tend to kill you *very* quickly at close range, you will rarely get the chance for a second shot if you miss. And this isn't No Country for Old Men, so you can't put a suppressor on your shotgun, either... so if you're going to use a shotgun, don't miss. The Remington 870 offers some relatively basic flip up sights, but lasers are the way to go on shotguns (more on that later). Reflex sights, ACOG scopes and 6X scopes on shotguns are relatively useless, as they have no effect on accuracy. Extended magazines are not available for obvious reasons.


BENELLI M3 SUPER 90

DAMAGE 9/10
RANGE 1/10
ACCURACY 2/10
PENETRATION 9/10

Tube Capacity: 8
Country of Origin: Italy
Recommended Attachment: Laser Sight
Unlocked at Start

The Benelli M3 Super 90 offers an alternative to the Remington 870. While almost identical in purpose, the Benelli M3 offers a very slight decrease in spread in exchange for a very slight decrease in damage. This doesn't really make sense to me, as a tighter spread equals more damage, but that's what the game says. The M3's iron sights are short, rugged pistol-like sights that offer better sight picture than the Remington 870's. In-game testing has shown that putting a laser sight on a shotgun will actually decrease the shotgun's spread, making it more accurate and therefore more damaging. Remember to turn your laser sight ON by holding the R button and moving the mouse over the laser sight icon, or it won't have any effect! The real Benelli M3 can actually be toggled between semi-auto and pump action, though nearly all games and movies use it as pump-action.


FRANCHI SPAS-12

DAMAGE 10/10
RANGE 1/10
ACCURACY 2/10
PENETRATION 9/10

Tube Capacity: 8
Country of Origin: Italy
Recommended Attachment: Laser Sight
Unlocked in ACES at CQB Level 2

The SPAS-12, for all intents and purposes, functions identically to the 870MCS. Though the SPAS-12 may be pump action or semi-automatic in real life, Rainbow Six presents us with pump action only. The sights are peep sights, simple yet effective, and offer decent peripheral vision, so an optic is not really needed, but manually aiming your shotgun's iron sights has no effect on spread, so optics are essentially pointless. The Remington 870 and the SPAS-12 in Rainbow Six Vegas 2 are extremely similar to each other, so your selection of "powerhouse" shotgun can be based on personal preference. Though its intimidating presence makes it a very popular choice for movies and games, the SPAS-12 has been discontinued due to low demand due to the heavy weight, cumbersome controls, and cost.


XM-26 LSS

DAMAGE 8/10
RANGE 1/10
ACCURACY 2/10
PENETRATION 8/10

Magazine Capacity: 5
Country of Origin: USA
Recommended Attachment: Laser Sight
Unlocked in ACES at CQB Level 6

The M26 MASS, aka the M26 Modular Accessory Shotgun System, was designed to replace the popular Masterkey (itself a modified Remington 870) as an underbarrel shotgun attachment for assault rifles. In Rainbow Six Vegas 2, we are presented with the M26 as a stand-alone weapon rather than an underbarrel attachment. Despite the fact that the real M26 must be cycled every time it is fired (like any other pump shotgun), Rainbow Six allows us to fire the M26 on semi or even full auto. Unlike most shotguns, the M26 uses a 5-round box magazine. Shotgun spread is the same regardless of whether or not you aim down the sights, so aiming down the sights is not really necessary. The M26's accuracy and damage seems to be worse in-game than that of the other shotguns, and unless they're delivered at point blank range, one shot may not be enough to kill. Luckily, being semi-auto allows quick follow up shots that make that problem a moot point, as well as making it easier to engage multiple enemies at once.


MOSSBERG 500 TACTICAL

DAMAGE 9/10
RANGE 1/10
ACCURACY 2/10
PENETRATION 9/10

Tube Capacity: 8
Country of Origin: USA
Recommended Attachment: Laser Sight
Unlocked in ACES at CQB Level 20

Let's get straight to it. The Mossberg 500 Tactical functions identically to the Benelli M3; perhaps further testing will determine what, if any, difference these weapons have from each other. The only difference is the sights, which consist of a single front pole and no rear sights, which offers the player perfect peripheral vision and sight picture. The Mossberg 500 rivals the Remington 870 as the most popular pump-action shotgun in the United States military. Though not particularly fancy, the Mossberg still sees frequent use among law enforcement, civilians, and the military thanks to its rugged reliability and affordable cost. An interesting fact is that the US military is currently replacing its stock of Mossberg 500s with the above-mentioned M26 MASS.
Sniper Rifles
SR-25 SD

DAMAGE 9/10
RANGE 8/10
ACCURACY 10/10
PENETRATION 10/10

Magazine Capacity: 5+1
Caliber: 7.62 NATO
Country of Origin: USA
Unlocked at Start

Take the popular M16A2, chamber it in 7.62 NATO, and you've got Knight's Armament very own SR-25. The SR-25 offers just about everything you need in a sniper rifle. The SR-25's main advantage is that it is the only sniper rifle in the game that has a suppressor. Since even the most powerful assault rifles like the G3KA4 or the SCAR-H CQC take at least two or three shots to the chest to down an opponent, the SR-25 should serve as your main weapon whenever you require to make a silent kill at long range. Even if you're aiming for the head (which is a confirmed kill regardless of damage), the accuracy of the SR-25 makes it a superior choice to an assault rifle. Compared to the other sniper rifles, the SR-25 is slightly less accurate, but the difference is not substantial.


STEYR SCOUT TACTICAL

DAMAGE 10/10
RANGE 10/10
ACCURACY 10/10
PENETRATION 10/10

Magazine Capacity: 5
Caliber: 7.62 NATO
Country of Origin: Austria
Unlocked at Start

All bolt-action snipers in Rainbow Six Vegas 2 act more or less the same. Each has their own unique animations and sound effects, but functionally, they are the same. In campaign, one shot to the torso from any of the sniper rifles will kill instantly on any difficulty. Being otherwise identical, picking a bolt-action sniper is completely up to you and whatever you like best. As for the scope, a 6X scope provides good enough zoom for most long range engagements; 12X is rarely, if ever, needed during the campaign. If, however, you prefer 12X zoom, remember that you will need a sniper rifle as assault rifles can only use 6X zoom scopes. The Scout Tactical, also known as the Steyr Elite Tactical, is a new and improved model of the Steyr Scout, designed to be an accurate yet compact sniper rifle.


SV-98

DAMAGE 10/10
RANGE 10/10
ACCURACY 10/10
PENETRATION 10/10

Magazine Capacity: 5
Caliber: 7.62x54
Country of Origin: Russia
Unlocked in ACES at Marksman Level 2

Sniper rifles occupy yet another niche in Rainbow Six Vegas 2. Most of the time your engagements in the campaign will be at close to medium range. Sniper rifles are useful, but only in two or three locations throughout the game are they really required. During these sections you're usually facing down multiple turret emplacements or enemy snipers, and in either case semi-automatic fire is more useful than bolt-action. The minor increase in accuracy is the main and only advantage bolt-action sniper carry over their semi-auto counterparts. However, unless you're looking down a scope at 12X zoom, you aren't likely to notice the difference, and it's not enough to matter gameplay-wise. Still, you will frequently encounter SV-98s in the hands of enemy snipers throughout the campaign, so feel free to "borrow" one if you need it. The Russian-made Izhmash SV-98 is the only sniper rifle in the game not chambered in 7.62 NATO, but it does the same damage as its NATO counterparts.


M40A1

DAMAGE 10/10
RANGE 10/10
ACCURACY 10/10
PENETRATION 10/10

Magazine Capacity: 5
Caliber: 7.62 NATO
Country of Origin: USA
Unlocked in ACES at Marksman Level 10

The third of four bolt-action sniper rifles, the M40A1 is functionally identical to the Scout Tactical, the SV-98, and the L96. All four rifles have the same stats, magazine size, and optic choices, so picking one is entirely up to which one looks cooler to you. The M40A1 is actually a dated version of the rifle, as the M40 is currently up to its fourth revision as the M40A6 (don't ask). Unlike most games, Rainbow Six Vegas 2 does not have any scope wobble, so aiming down your scope is easy as pie. While you can still shoot from the hip with a sniper rifle, you will have no crosshair, no aim reference, and will be incredibly inaccurate. Hip shots even at point blank range are liable to land anywhere, so switch to another weapon if an enemy flanks or ambushes you.


HK PSG-1

DAMAGE 9/10
RANGE 9/10
ACCURACY 10/10
PENETRATION 10/10

Magazine Capacity: 5
Caliber: 7.62 NATO
Country of Origin: Germany
Unlocked in ACES at Marksman Level 14

If you're going to hurry up and save Meryl, this is the gun to do it with. Offering excellent stats, semi-automatic fire and stopping power that will take down any enemy in a single shot, the PSG-1 should be your sniper rifle of choice unless you need a silent takedown. The only drawbacks to the PSG-1 are the lack of a suppressor and the extra time it takes to reload while empty; reloading an empty PSG-1 takes a fair amount of time. You can negate this by reloading when you still have a round left in the chamber, if you keep track of this during a shootout. While this goes for all weapons, it is particularly noticeable on the PSG-1. The SR-25 and PSG-1 can fire more rapidly than their bolt-action counterparts, but you'll still want to give the scope time to settle after each shot for your aim to remain precise; even if your crosshairs are lined up perfectly, your follow up shot may land off-target if it comes out too quickly. Though to this day it remains one of the most famous sniper rifles in the world, the real PSG-1 never saw commonplace use due to its extremely high price tag. HK developed the MSG90 in response, a less expensive rifle that was designed to be able to function as both a sniper rifle and a designated marksman rifle.


L96 ARCTIC WARFARE

DAMAGE 10/10
RANGE 10/10
ACCURACY 10/10
PENETRATION 10/10

Magazine Capacity: 5
Caliber: 7.62 NATO
Country of Origin: United Kingdom
Unlocked in ACES at Marksman Level 20

The Accuracy International L96A1 Arctic Warfare is the biggest, beefiest rifle in the game. Designed specifically for cold temperatures (hence the name), the L96A1 is used by police and military forces around the globe. Known to be one of the most accurate rifles on the planet, the Arctic Warfare holds the distinction of having the longest range rifle kill ever recorded, with a confirmed double kill at 2,475 meters using a .338 Arctic Warfare Magnum sniper rifle. Reach out and touch someone. The Arctic Warfare is one of the most highly regarded sniper rifles in the world, designed by British Olympic marksmen for maximum accuracy and reliability.
Equipment
RIOT SHIELD
Unlocked in ACES at Assault Level 20

The shield can occupy a primary weapon slot in your inventory. While holding the shield, you can raise it to effectively render yourself impervious to incoming bullets. You can shoot your pistol around the shield, allowing you to attack while shielding yourself. The main disadvantages to the shield are that you move very slowly with it raised, and the fact that you are limited to using your sidearm. Since your pistol becomes your only means of attack, use of the Glock 18, Desert Eagle, or Raging Bull is suggested. You cannot aim down your sights while keeping the shield raised, but your pistol will still be reasonably accurate. Keep in mind while the shield will protect you from most incoming bullets, you are still vulnerable to grenades and other explosives.


FRAG GRENADE

Grenades offer you an indirect means of attack. Use the Q key to throw a grenade. Unlike most games, you cannot "cook" grenades, so a five second delay will follow each grenade prior to exploding. Toss grenades while behind cover to scatter enemies, or force them out from behind cover. Frag grenades are also a good way of killing enemies using riot shields. When your team is in assault mode (use "G" to toggle your mode of attack), you can order your teammates to toss a grenade through a door before clearing the room. Obviously, don't use these around hostages or anything flammable.


FLASHBANG

Flashbang grenades offer a unique alternative to the standard frag grenade. Though not as versatile as frag grenades, they don't do any damage, so they can't harm hostages. When your team is in infiltration mode you can order them to toss a flashbang into a room prior to entering. Use this in campaign around hostage situations. You can also use it to blind enemy turret gunners or snipers, giving you valuable time to aim and return fire. Having witnessed the use of a flashbang in real life, I can safely inform you that both the words flash and bang in the name could not possibly be more warranted.


BREACHING CHARGE

These unique charges can be placed on doors to blow them open. While you won't find any locked doors, the charge will kill anybody within several feet of the other side of the door and blind everybody within a few feet after that. If a room is small or has a number of enemies clustered close to the entrance, which happens quite frequently, consider using a breaching charge. An important note is that unlike frags and flashbangs, using a breaching charge will not temporarily expose yourself or your teammates to enemy fire.


C4

The ever-popular explosive is one of the more versatile pieces of equipment in the game. You can use it to blow open doors like a breaching charge, but keep your distance if you do because they will do serious damage to both sides of the entrance. C4 can be used as a trap to kill enemies as well. Toss a pack of C4 and you can then set it off using the Q key. If you don't have the time to pull out the detonator, keep in mind you can also shoot the C4 to set it off. Any type of explosion will also set off the C4.
Frequently Asked Questions
WHAT DO THE DIFFERENT STATISTICS MEAN?

Damage is the first stat listed. This is relatively self-explanatory. It counts how much damage is done on a per bullet basis. This does not take into account things like rate of fire; a FAMAS may do more damage per second due to its higher rate of fire than an L85A2, but the L85A2 will do more damage per shot. Therefore the L85A2 will have the higher damage stat.

Range is the second stat. At each weapon's optimal range, the weapon will do normal damage. If the shot goes further than the optimal range, the weapon will not do full damage. Pistols, for example, will not do as much damage when shooting a tango from across a rooftop, whereas long-range weapons such as sniper rifles will do full damage.

Accuracy is the third stat. Your weapon's accuracy is indicated by the size of your crosshair. A tighter crosshair means higher accuracy; the only exception to this rule is the laser sight. The accuracy stat is not exact; some guns may have identical accuracy stats, such as the SG552 and G36C, but the crosshair will indicate that the G36C has slightly better accuracy.

Penetration is the last stat. This indicates how well a firearm will pierce objects. Guns with a low penetration stat can still pass through objects such as wood, weak metal, plaster, and even pillars, but will do significantly less damage when they reach the target.


DOES THE SILENCER HAVE ANY IN-GAME EFFECT?

Yes. Besides the obvious effect of silencing your weapon, the silencer lowers your damage output by a small amount. For example, on normal difficulty, a UMP45 will take two shots to the torso to down an opponent at point blank range, but with a silencer on it will take three.


WHAT DOES THE LASER SIGHT DO?

The laser sight will actually make your aiming crosshairs larger, which usually indicates a wider spread. However, your gun will not have as much recoil when using the laser sight and will become more accurate while shooting from the hip. So far I haven't been able to tell whether or not the laser has any effect while aiming down the sight; it it does, it's no where near as dramatic a difference as aiming from the hip.


DOES THE LASER SIGHT WORK ON SHOTGUNS?

Yes. In-game testing has shown that the laser sight will actually decrease the spread of a shotgun blast. For this reason alone laser sights are by far the best attachment for shotguns to use.


IS THERE ANY POINT TO SHOTGUN IRON SIGHTS?

No, not really. Shotgun spread is largely identical regardless of whether or not you are aiming down your sights.


WHAT'S THE BEST GUN IN THE GAME?

There is no "best" gun. Most of the weapons are very balanced and have distinct advantages and disadvantages. Still, some are better than others. If you want my opinion, when I beat the game on realistic difficulty I used the Glock 18, SCAR-H, M468, SR-25, and the MK46. The weakest guns, in my opinion, are the Skorpion, M11, L85A2, and the MG36. By no means are these guns unusable; in Rainbow Six any gun will kill an enemy quickly if you know how to aim.


WHO IS YOUR FIREARMS WAIFU?

What the hell is this? Next question.


YEAH, THAT'S GREAT AND ALL, BUT DOES IT INVOLVE SCIENCE?

No, merely observations of mine. Nothing outlined in this section of the guide is actually written anywhere in the game's instructions or official documentation, as far as I know (instruction manuals are a lost art anyway). All the answers I'm providing down here are my personal observations after spending some 450+ hours messing around in this wonderful game.


SWEET MERCIFUL ARCEUS, WHY AM I STILL READING THIS?

Ah, now we're finally asking the real questions! If you've read this entire thing, you've got a lot of patience, love Rainbow Six (those two really go hand in hand, don't they?), and probably find firearms as interesting as I do, which means you're a friend of mine. That, or you've read the entire thing because you're a self-loathing hedonist, just like me.

Shout-outs here to Bandit Gryphen for ACES info to save myself some time I'd rather spend doing something less important, the Internet Movie Firearms Database for always having good info on this stuff, and maybe something else I'll think of later.

Though this guide is pretty much done at this point, it'll be updated now and then with occasional info on real world developments regarding the firearms in RSV2. I hope you've come away from this guide with a newly found resolve to beat that next level on realistic, a greater appreciation for the history of these weapons, an understanding of their proper use, and the misguided impression that I know far more about these guns than I actually do. In the meantime, browse the guide, leave some feedback, enjoy yourself.

We're here to drop tangos and have fun. Nothing more, nothing less.

That's one of my rules.



Spybreak001

49 Kommentare
Nordic Dragon 8. Dez. 2024 um 7:03 
I love this, but I noticed something, you forgot incendiary grenade? I have played this a ton on xbox with my big bro and got the game for 2€ for nostalgia reasons :D
^ > v v v 1. Juli 2024 um 17:13 
I highly respect the level of sheer autism it took to make this post. Well done
Rookie 052 4. März 2024 um 10:34 
Late but a good note is that your arm is still exposed when using a shield, so enemies can easily shoot out your arm while aiming and thus reducing the shield's ability to protect you.
It's pretty important when you want to play the story on realistic where having a shield is almost a requirement.
Koburn 1. Juni 2023 um 15:23 
Nice guide but I personally find the SCAR-H and G3KA4 best at medium, not close range. They are not bad at long range either although not as good as sniper rifles. Personally, I find using single shot is super effective when it comes to 7.62mm. Two quick single shots will bring down foes efficiently. Full auto, not so much. Not saying it is bad at close range, but for instance the 552 or AK47 is much easier to control with short bursts.
SIRUS(NO SOUND) 26. Feb. 2023 um 20:56 
fun guide thanks
Jillywillyz 13. Mai 2022 um 20:20 
Thanks
McALEER GAMES 9. Aug. 2021 um 22:22 
Thanks for this guide. I found it very educational and informative. Liked and award given. Thanks mate
Colonel Bunky Mustard 25. Aug. 2020 um 18:05 
Just a point on accuracy: The Walther P99 featured in game is not 9x19mm, it's .40 S&W version hence the 12 rd magazine(the 9mm version is 16 rd). And as stated in another comment the Raging Bull is supposed to be in .454 Casul in game.
am chicken 18. Aug. 2020 um 20:45 
Any recommended loadouts? I'm working through all the terrorist hunt maps solo (realistic difficulty, max enemy density), and I'm having trouble finding weapons that I'm totally happy with using.
Forty_ 11. Okt. 2019 um 10:03 
When you say sweet merciful Arceus I think I pissed myself.