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The AUG is probably the best on this list.
The SPAS would follow very close behind.
In edition to these, consider trying the upgraded 1911, it's not the typical 'Mustang and Sally', but rather, it shoots rockets and has an unnecessary amount of reserve ammunition.
While I like the packed 1911's, their damage falls off too quickly for me to be interested, and as I have already mentioned, the MK32 is the best explosive weapon.
Also, it is very clear that the AUG has the highest DPS in the mod, I just think there are alternatives, and this guide is based off of how I build my kit and is in no way meant to be definitive.
The Akimbo FMG9's fall under the "Crowd Control" Archetype, the only issue I have with them is that they basically require Candolier to be useful due to how fast they chew through ammo, but hey I guess everyone has perfect luck to get perkaholic round 1 now so I suppose anything is possible. In all seriousness, I just prefer the AUG, M60, and other heavy damage weapons that are more efficient, but like I have said previously, while it is very clear that the AUG has the highest DPS in the mod, I do believe there are alternatives, and this guide is based off of how I build my kit and is in no way meant to be definitive, using these weapons and perks have gotten me to wave 50 several times and I suck ass at zombies.
This guide is likely obsolete now, I haven't had the chance to play the new update extensively due to college and being interested in other games, but it is probably still a decent resource for the classic version of the mod.
I feel that the new repack and perk systems in place are a direct response to players becoming too overpowered too quickly, I know it will be weird for me to say this, but it reminds me of Black Ops 6 in a sense.
Even though this mod and cold war shook up zombies, the gameplan was still the same, get perks, get doors, get the box, get guns, get pack a punch, get overpowered guns, then do the easter egg now that you have zero chance of failing it.
Black Ops 6 fixes this by including Repacks as alternate ammo types you buy with a separate currency and they no longer do infinite damage, and the box is exclusively used for spinning for higher rarity guns and wonder weapons as 90% of the time you are going to be getting something that already exists, on top of making the actual zombies way more brutal.
This mod does a more brute force approach by just keeping you weaker for longer with perks that you need to upgrade and Re packs that aren't as blatantly overpowered. This solution isn't necessarily elegant from a game design prespective, but it still solves the issue of players getting Perkaholic Round 1 and Shopping free round 2 to win the game.
TL:DR Raptores knows his weapons are overpowered and he wanted to nerf them.