Insurgency

Insurgency

198 ratings
Weapons and attachments of Insurgency
By mr.right™
This guide will guide you through all the weapons and attachments in Insurgency. Hope you enjoy and favorite ;)
   
Award
Favorite
Favorited
Unfavorite
Weapons
Weapons of Insurgency
  • Submachine guns
  • Carbines
  • Assault rifles
  • Battle rifles
  • Light machine guns
  • Shotguns
  • Sniper rifles
  • Handguns
  • Melee
Submachine guns
MP5K

The MP5K is a sub-machine gun available to the Security faction. The high rate of fire, low recoil, open iron sights, and short length of the MP5K makes it highly effective for short range engagements and free-aim firing. However, the MP5K is also limited by the low damage, short damage drop-off distance, and low penetration power of the 9mm round.



Statistics
Damage
60-32
Max range
8000
Rate of fire
900rpm




UMP-45

In Insurgency, the UMP-45 is the big brother to the MP5K. The UMP-45 fires a larger round that deals more damage than the MP5K, but suffers from greater recoil and a slower rate of fire of 600 RPM. This makes the UMP-45 more suitable for close-mid range combat.
Statistics
Damage
76-32
Max range
8000
Rate of fire
600rpm




Sterling

The Sterling is one of two SMG's available to the Insurgent faction. It has a low-moderate rate of fire, at 600 rounds/min, and fires from 34 round detachable box magazines, inserted into the left side of the firearm.

It is lightweight, and weighs the same as the MP40, but fires 50 rpm faster and has 4 more rounds per magazine. A mere 50 extra RPM and 4 more rounds seems marginal in the grand scheme, but in CQB it could make all the difference.

Strangely well received by the community despite only having slightly better statistics than the much maligned MP40, the Sterling's advantages are largely ergonomic, boasting the lightest weight of any of the SMG's and on par with the MP40 (But with higher recoil) and a slightly faster reload from empty when compared to its peers.
Statistics
Damage
60-32
Max range
8000
Rate of fire
600rpm





MP 40

The MP 40 is one of two submachine guns available for use by the Insurgent faction (the other being the Sterling). It has a low rate of fire at 550 rounds/min; reflecting the MP 40's real world counterpart and allowing for considerably more controllable automatic fire in the right hands than the Sterling or any of the automatic rifles will allow. The low rate of fire also means running out of ammunition is very unlikely, and muzzle flash is less of a problem. However, its paltry damage levels only rival the pistols, without the safety blanket of higher fire rates that the other sub-machine guns enjoy. It is because of these damaging traits that the MP-40 has taken on a stigma in the community, with many citing it as the worst weapon available.

It is a lightweight weapon, weights significantly less the Sterling, and it's iron sights are a hooded front blade type, with the tip of the central post providing a relatively clear point of aim, and can be used effectively out to a fairly long range.

The iron sights of the MP 40 are considerably easier to use than those of the Sterling, as they are far more open and obscure far less of the target, forgoing the need for an optic.
Statistics
Damage
60-32
Max range
8000
Rate of fire
550rpm
Carbines
AC-556

The AC-556 is a carbine featured in Insurgency. It is exclusive to the Security Forces. It has a 20 round magazine, moderate recoil, and may fire in semi-automatic, 3-round burst, or fully automatic. In comparison to other carbines and assault rifles, it is lacking in terms of magazine capacity, but it makes up for its ammo shortcomings with unobstructive iron sights, 3 types of firing modes, and a lower supply cost than other automatic carbines on the security faction.
Statistics
Damage
110-53.3
Max range
10000
Rate of fire
600rpm



Mk18

The Mk18 is a carbine featured in Insurgency. It is exclusive to the Security Forces. It has a 30 round magazine, high recoil, and select full-automatic fire mode. Its compact size allows it to have the close-range versatility of a sub-machine gun, while retaining the firepower of a carbine.

However, due to its compactness and light weight, the Mk18 also has higher recoil than the full-sized M16A4 and cannot mount a M203 grenade launcher. Furthermore, unlike the sub-machine guns, the Mk18 has obstructive iron sights and an obstructive front sight with mounted optics.
Statistics
Damage
110-46
Max range
10000
Rate of fire
740rpm




M4A1

The M4A1 is a select-fire carbine featured in Insurgency: Nightfall. It was introduced to the Security forces to balance out the AK-74 on the Insurgent faction. When compared to other AR-15 variants, the M4A1 has the same recoil patterns with the Mk18, but a slightly longer barrel. However, the M4A1 is able to mount a M203 grenade launcher, unlike the Mk18.
Statistics
Damage
110-46
Max range
10000
Rate of fire
740rpm




M1 Carbine

The M1 Carbine is a semi-automatic carbine featured in Insurgency. It is available to the Insurgent forces. It has a 15 round magazine, moderate recoil, and moderate damage.

Statistics
Damage
100-83.3
Max range
10000
Rate of fire
600rpm


SKS

The SKS is a weapon featured in Insurgency. It is exclusive to the Insurgent Forces. It is a Soviet semi-automatic carbine chambered for the 7.62×39mm round.
Statistics
Damage
100-83.3
Max range
12000
Rate of fire
600rpm

AKS-74U

The AKS-74U appears in Insurgency as the CQB assault carbine for the Insurgents, and is available to the Militant and Scout classes for 2 supply points.

The AKS-74U is a hybrid between a sub-machine gun and an assault rifle, allowing it to have the fire rate and size of a SMG, while retaining the cartridge of an assault rifle. This allows the weapon to be highly effective in close and medium range firefights. When combined with a foregrip, the recoil is greatly reduced, even less than some SMGs. When compared to the AK-74, the AKS-74U has greater horizontal recoil, but less vertical recoil, a shorter length for the AKS-74U, however, both weapons share the same damage model.
Statistics
Damage
82-50
Max range
8000
Rate of fire
700rpm
Assault rifles
M16A4

The M16A4 is an assault rifle featured in Insurgency. It is exclusive to the Security Forces. It has a 30-round magazine, easy controllability, and features semi-automatic and 3-round burst fire modes. The M16A4 can also attach an M203 grenade launcher with certain classes.

With a low supply point cost of 1, high controllability, and high accuracy, the M16A4 is a very cost-effective weapon. However, the long barrel of the M16A4 and its lack of a fully automatic fire mode limits its close quarter combat capabilities. Furthermore, the presence of the front sight when attaching a red dot sight or holographic sight obstructs the player's sight picture.
Statistics
Damage
110-53.3
Max range
10000
Rate of fire
780rpm




Galil SAR

The Galil SAR variant is featured in Insurgency, with a plastic handguard and a folding stock. The Galil SAR combines a high rate of fire with low recoil, making it a very versatile and effective rifle at all ranges. It costs 3 supply points to equip.
Statistics
Damage
110-46
Max range
10000
Rate of fire
650rpm



AKM

The AKM is an assault rifle featured in Insurgency that is available exclusively to the Insurgent Forces in standard multiplayer. It is a powerful rifle that does high damage at range, though it has the slowest rate of fire of any assault rifle. It costs 0 supply points and is the only free of charge primary weapon in the game (besides the Makarov and Model 10, both secondary pistols).

The AKM can attach a GP-25 Smoke or GP-25 HE grenade launcher with certain classes.
Statistics
Damage
100-83.3
Max range
10000
Rate of fire
600rpm



AK-74

In Insurgency, the AK-74 is an assault rifle added in the Insurgency: Nightfall update. It is the larger rifle variant of the AKS-74U and the successor to the AKM. The AK-74 has a high rate of fire and costs two supply points to equip.
Statistics
Damage
82-50
Max range
10000
Rate of fire
650rpm


Galil

The Galil AR variant is featured in Insurgency, with a wooden handguard and a folding stock. The Galil combines a high rate of fire with low recoil, making it a very versatile and effective rifle at all ranges. It costs 3 supply points to equip.
Statistics
Damage
110-46
Max range
10000
Rate of fire
650rpm
Battle rifles
L1A1 SLR

The L1A1 SLR is a battle rifle available to the Security faction. It has the exact same stats as the FAL, but has no full-auto fire mode.
Statistics
Damage
160-130
Max range
10000
Rate of fire
620rpm



M14 EBR

The M14 EBR is a selective-fire battle rifle featured in Insurgency. It is exclusive to the Security Forces. It features a 20 round magazine, a high damage output, and high vertical recoil.
Statistics
Damage
160-130
Max range
10000
Rate of fire
710rpm



FAL

The FAL is a battle rifle featured in Insurgency that is available exclusively to the Insurgent Forces in multiplayer. It is designed as a long-range weapon with the opportunity to be used in closer range engagements. The full power rifle cartridge doesn't lack stopping power, but the high recoil present when firing the FAL full-auto encourages its use in semi-automatic fire mode.

The FAL's greatest advantages are high damage, low spread, and access to fully-automatic fire. It is the counterpart to the Security Forces' M14 EBR. It's high accuracy and damage potential also makes it a great candidate for a designated marksman rifle, while it's full auto mode allows it to fill the role of an Assault rifle.
Statistics
Damage
160-130
Max range
10000
Rate of fire
620rpm
Light machine guns
M249

The M249 in Insurgency is a light machine gun used by the Security support class, it loads from 200-round belt magazines and provides superior suppression capabilities to the Insurgent's RPK. However, it is hampered by its lengthy reloads, heavy weight, and high recoil whilst undeployed.
Statistics
Damage
110-60.6
Max range
8000
Rate of fire
775rpm






RPK

The RPK is a light machine gun available to the Insurgent faction. It features a 75-round drum magazine and a bipod by default. It is heavier than the AKM but fires the same round with similar recoil patterns. The RPK is the counterpart to the Security faction's M249, when compared side by side, the RPK features higher damage per bullet, a faster loaded and unloaded reload time, and less obstructive iron sights.
Statistics
Damage
100-83.3
Max range
10000
Rate of fire
600rpm
Shotguns
M590

In Insurgency, the M590 is the shotgun for the Security faction. By default, it will fire 12-gauge buckshot, however, it can also fire 12-gauge slugs for longer ranges as an attachment. Unfortunately, the player cannot switch between shell types after spawning.

The M590 shotgun is an excellent choice for CQB environments due to it shooting multiple high projectiles with buckshot ammo and having a high spread to allow for faster and more efficient aiming. With slug ammo equipped however, the M590 will fire a single projectile and will experience much less spread. Another benefit is that the user can easily top-off their magazine with individual shells, rather than having to remove a magazine. This feature of the M590 also allows reloads to be cancelled mid-way, granting the ability to fire with a partially reloaded magazine. However, the M590 is hampered by the low rate of fire, slow full reloads, and poor armor penetration with buckshot.

With buckshot, players are encouraged to shoot at unarmored areas (head, arms, legs) to maximize damage. With slugs, players should try to go for precise and deliberate shots.
Statistics
Damage
36-18 x8 (288-144) (Buckshot)
288-40 (Slugs)
Max range
3000
Rate of fire
90rpm
TOZ

In Insurgency, the TOZ is the shotgun available for the Insurgent faction, and it is only available to Insurgent Bombers and Sappers.
Statistics
Damage
36-18 x8 (288-144) (Buckshot)
288-40 (Slugs)
Max range
5000
Rate of fire
80rpm
Sniper rifles

M40A1


The M40A1 is a sniper rifle featured in Insurgency. It is only available to the Security Forces' Designated Marksman and Sniper classes in multiplayer. It has a 5 round internal magazine that is reloaded via single rounds.

The M40A1 excels at long range engagements due to its high accuracy, power, and low cost that allows it to equip more attachments. However, the M40A1 has poor effectiveness at close to medium range engagements, due to its slow rate of fire and small magazine. These shortcomings generally make the weapon a poor choice in most situations, and should be only used on maps with long view distances and open ground.

Due to the narrow niche of the M40A1, players should familiarize themselves with the aiming mechanics before equipping the weapon, as failing to harness the capabilities of this weapon is highly detrimental to the effectiveness of the player to the team and even their own personal scores. This weapon is best used as a support weapon for long-range.
Statistics
Damage
160-100
Max range
40000
Rate of fire
40rpm







Mosin


he Mosin is a sniper rifle featured in Insurgency. It is only available to the Insurgent Forces' sharpshooter and sniper classes in multiplayer. It has a 5 round internal magazine with very high accuracy and high damage. However, the effectiveness of the Mosin in close range is limited by a slow rate of fire and lengthy reload times, just like with the M40A1.
Statistics
Damage
160-100
Max range
20000
Rate of fire
40rpm



Pistols
Makarov

The Makarov is a sidearm featured in Insurgency. It is issued to the Insurgent Forces as their standard sidearm, though it is available to all factions and classes.

The Makarov has a small magazine capacity, but can be equipped with extended magazines, giving it 15 rounds per magazine like the M9. It has the highest fire rate and the lowest recoil of all pistols. It may be equipped with a suppressor, extended magazines, a flashlight or a laser sight. The suppressor attachment is exclusive to the Insurgent Forces' Specialist, Scout, Sapper, Sharpshooter, and Sniper classes.
Statistics
Damage
60-39
Max range
6000
Rate of fire
700rpm






M45A1


The M45A1 is a weapon featured in Insurgency. It first became available in the December 12, 2014 content update. The weapon is exclusive to the Security Force faction. The M45's stats are identical to the M1911.

The M45A1 has the highest damage output and recoil of all pistols. It also features the smallest pistol magazine capacity. Considering these factors, the M45 is best suited for close range combat. It may be equipped with a suppressor and a flashlight or laser Sight.

As of October 27, 2015, an extended magazines attachment was added. It added 8 rounds to the total capacity of the M45A1, going from 7+1 rounds to 15+1 rounds. With the cost of two supply points, the attachment bridges the gap between the high capacity M9 and the high damage M45A1's .45 ACP cartridge.
Statistics
Damage
76-32
Max range
6000
Rate of fire
600rpm




M9

The M9 is a weapon featured in Insurgency. It is issued to the Security Forces as their standard sidearm.

The M9 has the largest pistol magazine capacity and has very manageable recoil. It may be equipped with a suppressor and a flashlight or laser sight. The suppressor attachment exclusive to the Security Forces' Specialist, Recon, Breacher, Designated Marksman, and Sniper classes.

When compared to the Makarov and M1911, the M9 has a larger magazine capacity. However, it has less damage than the M1911, more recoil than the Makarov, and weighs more than the Makarov.
Statistics
Damage
60-39
Max range
6000
Rate of fire
600rpm





Model 10


The revolver has a unique reloading mechanism. If reloaded before the remaining cartridges are used up, the ammo is lost.The Model 10 is currently the only Insurgency weapon to feature a trigger delay, where the weapon will fire a small amount of time after the player clicked the mouse or pulled the trigger. This 0.04 second delay is done to simulate real-life revolver operations.
Statistics
Damage
70-24
Max range
6000
Rate of fire
380rpm





M1911

The M1911 is a weapon featured in Insurgency. It first became available in the December 12, 2014 content update. The weapon is exclusive to the Insurgent faction. The M1911's stats are identical to the M45.

The M1911 has the highest damage output and recoil of all pistols. It also features the smallest pistol magazine capacity. Considering these factors, the M1911 is best suited for close range combat. It may be equipped with a suppressor and a flashlight or laser sight.

As of October 27, 2015, an extended magazines attachment was added. It added 8 rounds to the total capacity of the M1911, going from 7+1 rounds to 15+1 rounds. With the cost of two supply points, the attachment bridges the gap between the high capacity M9 and the high damage M1911's .45 ACP cartridge.
Statistics
Damage
76-32
Max range
6000
Rate of fire
600rpm



Melee

Knife


This standard issue bayonet originated in the United States and was first adopted by the United States Marine Corps in 1942. It is a basic blade with a slicing edge and sharp point.
Statistics
Damage
60 front
200 back
Max range
75
Rate of fire
30

kukri


The kukri (Nepali: खुकुरी khukuri) is a Nepalese knife with an inwardly curved edge, similar to a machete, used as both a tool and as a weapon.
Statistics
Damage
60 front
200 back
Max range
75
Rate of fire
30
Attachments
Weapon Attachments of Insurgency
  • Optics
  • Barrel
  • Underbarrel
  • Siderail
  • Magazine
  • Ammo
Optics
Holographic Sight

In Insurgency, the Holographic Sight is the reflex sight available to the Security faction. It is based off of the EOtech series of holographic sights. The holographic sight can be attached to all Security primary weapons in regular play and onto Insurgent weapons in CO-OP. When compared to the Red Dot, the Holographic Sight is more suited for CQB fighting as its casing has less view obstruction.









+
  • Large reticle allows for quick target acquisition
  • Short aim time
  • Low supply point cost
  • Blocks off less peripheral vision than the RDS.
  • Does not increase ADS time
  • Size of sight obscures peripheral vision
  • Large reticle makes the gun less suitable for long distance combat.
  • Default holographic reticle tends to flare up more with night vision on.

Kobra Sight

The Kobra Sight is the reflex sight avaliable to the Insurgent faction. It is based off of the Russian Kobra sight that has been a mainstay for AK-series rifles. The Kobra sight can be attached to all Insurgent primary weapons in regular play and onto Security weapons in CO-OP.









+
  • Thin sight posts provide a clear view of peripheral vision
  • Small reticule allows for less obstruction when firing at distant targets
  • Short aim time
  • Low supply point cost
  • Small reticle leads to decreased visibility in areas of high light
  • Default Kobra sight model is highly self-obstructive, blocking off a significant portion of the
    lens.

Red Dot

The Red Dot Sight is a reflex sight available to the Security faction. It is based off of the Aimpoint series of reflex sights. The Red Dot Sight can be attached to all Security primary weapons in regular play and can also be attached to Insurgent weapons in the CO-OP gamemode. When compared to the Holographic sight, the Red Dot Sight is more suited for mid-long range engagements, due to its smaller reticule and lower peripheral vision with the presence of a scope cover.

+
  • Optimised for Mid Range Combat
  • Can be used for CQB
  • Red Dot allows for fast target acquistion
  • Longer draw time than Iron sights and Reflex sights
  • Simple Dot is unsuitable for longer ranges

C79 Scope

The C79 Scope is the mid-long range scope avaliable to the Security forces. It features greater magnification than the 2x Red Dot, but less magnification than the Mk4 Scope. The C79 Scope features range markings to help to compensate for bullet drop.










+
  • Optimal for mid-long range combat
  • Wide scope view
  • Very clear while firing
  • Thin crosshairs are hard to keep track of
  • Slow draw speed
  • Increased visual recoil

PO 4x24

The PO 4x24 is a 4x scope avaliable for the Insurgent Faction. It has greatest zoom of any mid-high power scope.









+
  • High zoom makes it optimal for mid-long range combat
  • Poor peripheral vision due to a constricted viewsight
  • Increased visual recoil
  • Slow draw time
  • Average cost


7x Scope

the 7x Scope is the high powered scope available to the Insurgent faction, it costs 4 supply points to equip and features 7x magnification.









+
  • High Zoom Level makes it optimal for long range firefights
  • Obstructed peripheral vision
  • Slow draw time
  • High supply point cost

Mk4 Scope

The Mk4 Scope is a high powered scope avaliable for the Security forces. It costs 4 supply points to equip and features 8.7x magnification.











+
  • High zoom is optimal for long range firefights
  • Obstructed peripheral vision
  • Slow draw time
  • High supply point cost
Barrel
Heavy Barrel
The heavy barrel is a barrel attachment available for the Security Forces. It is able to reduce the vertical recoil of a weapon by essentially increasing the weight of the front, thus counteracting some recoil forces. However, equipping the heavy barrel will also increase the player's loadout weight. The heavy barrel's in-game description is misleading, as it has no affect on a weapon's spread.









  • 10% reduction in vertical recoil
  • 60% reduction in sway speed

Suppressor
The suppressor is a barrel attachment featured in Insurgency. It has no effect on weapon stats besides increasing the weapon's length. It's main purpose is to reduce a weapon's sound print to increase stealth. However, attaching the suppressor also allows the player to negate the muzzle flash of their weapon, making follow-up shots easier. There are four types of suppressors in Insurgency: Pistol suppressor, Insurgent Suppressor, Security suppressor, and alternative Security suppressor. All four perform the exact same way and cost the same, with the only difference being which weapon(s) they are attached to.

Suppressors are only available to certain classes in Insurgency. On the Security faction, only the Specialist, Recon, Breacher, Designated Marksman, and Sniper classes have access to suppressors. On the Insurgent faction, only the Specialist, Sharpshooter, and Sniper classes have access to suppressors.

For weapons with their sights lining up close to the barrel end, like pistols, the suppressors can become obstructive, and make aiming harder.

Security Forces

SECURITY GENERIC SUPPRESSOR 1










SECURITY GENERIC SUPPRESSOR 2









SECURITY HEAVY SUPPRESSOR









SECURITY PISTOL SUPPRESSOR










Insurgent Forces

INS
UnderBarrel
Foregrip

The foregrip is an attachment that can be fitted to most weapons. It decreases horizontal recoil values on the attached firearm when firing, but increases the spread values while aiming down the sights.
  • Reduces horizontal recoil 30%
  • Reduces vertical recoil 15%
  • Reduces sway 20%
  • Increases sway speed 20%
  • (Shotgun) Slightly increases speed of pumping

Security Forces

SEC1










SEC2









Insurgent Forces

Woodgrip









INS1









INS2










Bipod

The Bipod is an attachment that can be attached for some sniper rifles, while being attached by default to light machine guns. It is designed to provide the shooter with a platform that allows for reduced weapon sway and increased recoil control.









  • Reduces recoil 70% when deployed
  • Reduces weapon sway 75% when deployed

M203

The M203 is the grenade launcher available to the Security Forces. With the ability to fire either smoke or high explosive rounds, it's suitable for long range engagements or providing cover for friendly forces without exposing the shooter to enemy fire. Equipping the M203 will remove the player's ability to carry other explosives.
  • M203 HE








  • M203 Smoke









GP-25

The GP-25 is first introduced in the Insurgency: Hunt expansion.

The GP-25 is a single-shot, barrel mounted, shelless 40mm grenade launcher avaliable to the Insurgent Forces. Being able to fire either smoke or high-explosive rounds, the GP-25 is well-suited for long range suppression and providing cover for friendly forces without exposing the shooter to enemy fire. However, equipping the GP-25 will remove the player's ability to carry explosives.
  • GP-2 HE








  • GP-25 Smoke
Siderail
Flashlight

The flashlight is a siderail attachment featured in Insurgency. It is designed to light up areas in front of the player's weapon and blind enemy players if aimed directly at their eyes. It can be turned off using the toggle flashlight/laser-sight button, defaulted G).

+
  • Quicker identification of targets
  • Lights up dark areas for greater visability
  • Can blind enemy opponents if aimed at eyes, providing the player with a visual advantage in
    CQC firefights. This effect is amplified if the opponent is wearing night vision goggles,effectively
    blinding more than half of their screen.
  • The light may give away your position from afar to enemies, though its effect is identical on each
    team.
  • The flashlight blinds the user if they are wearing Night vision goggles.
Standard









Main









M9









Makarov









Laser Sight

The Laser Sight is a siderail attachment designed to provide users a guiding laser when firing from the hip, as hip-firing weapons in Insurgency is more difficult due to free-aim mechanics. It can be turned off using the toggle flashlight/lasersight button (G by default)

Standard









Main









Pistol
Magazine
Drum Magazines

The drum magazine is available for the Galil and the Galil SAR. It upgrades the capacity from 35 rounds to 75 rounds and it also changes the reload animations.









Extended Magazines

The extended magazine is available for various weapons, currently the Makarov (not yet pictured), M1911, and M45A1 pistols, the M1 Carbine, and the FAL and L1A1 SLR battle rifles.

The attachment is very straight forward, it increases the size of a weapon's magazine when equipped. The Makarov, M1911, and M45A1 all get an increase from 7 rounds to 15 rounds (approximately a 115% increase) (8 to 15 in the case of the Makarov, so an 87.5% increase), the M1 Carbine gets an increase from 15 to 30 rounds (a 100% increase), and the FAL and L1A1 SLR both gets an increase from 20 to 30 rounds (a 50% increase).

Pistol

M45A1









M1911









Carbines










Battle rifles









Speed Loader

The speed loader is an attachment for the Model 10 revolver. It is categorized as a Magazine upgrade and costs 1 Supply Point.

The speed loader is an attachment unique to the Model 10. When equipped, instead of reloading the Model 10's cylinder per-bullet, the whole cylinder is filled. This makes the Model 10 a far more usable secondary, where there is less downtime when speed loaders are used. The reload time with the Model 10 when using the speed loader is a little over three seconds.
Ammo
Standard Ammo

Standard ammo is the default ammo provided to the player's weapon if no ammo attachments are choosen. The game assumes that the standard ammo for the player is full metal jacket ammunition. Using standard ammo will not modify bullet damage multipliers, as it is the regular ammunition.

Tracer Ammo

Tracer ammo performs in the exact same manner as standard ammo, damage and penetration wise. The damage model used for tracer ammo is the same as the one used for standard ammo. In Insurgency, only certain weapons can equip tracer ammunition: light Machine Guns come preloaded with Tracer ammo and cannot be removed, even when equipping AP or HP, while shotguns and handguns cannot equip tracer ammunition.










AP Ammo

AP Ammo is an ammo type featured in Insurgency. The use of AP rounds will deal more damage against armored areas and also have increased penetration through map materials, making it extremely effective against opponents with body armor and opponents behind light cover.



HP Ammo

HP ammo is an ammo type featured in Insurgency. It is highly effective against flesh targets (i.e. arms and legs), but deals slightly reduced damage to armored targets (i.e. head and torso). In addition to modifying bullet damage multipliers, HP ammo usually lowers a bullet's penetration power and sometimes modifies bullet damage models, as in the Mk18.

Rifle









Pistol









Buckshot

Buckshot is a shotgun ammunition type in Insurgency. It is a common load of shotgun shell, composed of "double-ought" steel pellets.

It is the default ammo for all shotguns. It inflicts very high damage at close range, but its effectiveness is limited over range.
















Slugs

A Slug is a shotgun ammunition type in Insurgency.

It is an optional ammo type for all shotguns that costs 2 supply units. It inflicts very high damage at all ranges, but its effectiveness at close range is inferior to buckshot.

Slug rounds require accuracy to be effective. It's not as easy to hit targets with slugs, as it is with buckshot. Accurate players will see themselves benefiting greatly from slug rounds, however.
19 Comments
TwilightSparkleFan99 Jun 17, 2021 @ 11:14pm 
Sks gang
Kreezio Mar 10, 2019 @ 9:10am 
missing nades
|VIP| Sly Fox Aug 24, 2018 @ 7:44am 
Throughout the guide you forgot about the Insurgent Scout class. (one of my favorites)
Chef Jul 28, 2018 @ 4:15am 
exactly, with AP ammo, this is vanilla stats.
Naughtless Jul 13, 2018 @ 3:16am 
Quite inaccurate at some points. The SKS hits like a truck, one-shots everything with AP ammo.
mustangdrew4 Mar 9, 2018 @ 4:09pm 
This was a very informative guide. Thank you for taking time out of your day to help us learn.
Câine-Pâine Feb 26, 2018 @ 9:45am 
Your guide is very good.
9.9/10 --- No bonuses (cute cats or something) :woodlehappy:
Common Feb 11, 2018 @ 1:20am 
Perfect. 10/10
Janilski Nov 3, 2017 @ 8:45am 
Note: Buckshot is better in close and medium ranges, but in long range combat just a big "NOPE.AVI".
mr.right™  [author] Nov 1, 2017 @ 12:27pm 
@icarusfeather Not much different other than the the galil sar is for security forces and the galil is for Insurgent forces.