Strain Tactics: Firearms Guide & Tier List

Detailed stats of in-game weapons to help you decide what to bring into a fight.

 

Definition of Weapon Stats

  • Cost: the price in credits of buying/selling
  • *Unlock cost: research points (rp) initially required to unlock. Once unlocked the weapon can be repurchased with credits. Brackets indicate purchasable weapon dispenser locations
  • Firing Duration: seconds of sustained firing. More relevant on belt-fed/drum-fed weapons
  • Rate of Fire: rounds fired per minute (RPM). Displayed ROF stats bar is not accurate
  • Reload Speed: time in seconds to reload, not including weapon ready time
  • Optimal Firing Range: the range troopers automatically fire, NOT the maximum projectile distance when forced fire. Shown as percentage of the max optimal range bar (100%) achieved by the 20mm “Monster Killer” on the tactical tab of a trooper
  • Aim Speed: % reduction in rotation speed of the trooper equipped with the current weapon. Unaffected by weight of other items in inventory nor level of encumbrance veterancy
  • Move Speed: % reduction in walking speed, stacked with weight of other items carried in inventory. Brackets indicate penalty for max encumbrance veterancy (Lvl 9 blue bar)
  • Damage: amount of non-resistant health bar damaged per shot by a unit with max damage veterancy (Lvl 9 black bar, +45% damage). Brackets indicate the bar damage per second (DPS). Displayed DAM stats bar is not representative of actual damage difference scale
  • Knockback: how much a target knocks away backwards when hit by the weapon’s projectile AKA “stopping power”. A stat often ignored by many in favor of raw damage, knockback could mean the difference between slowing down a charging enemy for extra time to kill or having it right up your face. Ideal for defensive weapons especially on higher difficulties

*It may be cheaper in research points cost to buy a unit equipped with the weapon or to farm the weapon on specific missions rather than unlocking from weapon dispenser itself. This will be added as tips in the details of the respective weapons. Mission 23 “Fortuna” in particular is excellent for weapon farming and quickly earning research points (32rp per run!)

Pistols

Pistols naturally have short range yet surprisingly good shot damage and accuracy. Having little to no aim/move speed penalty while only filling a small inventory slot makes them ideal as primaries for fast units or as close-quarter sidearms to bulkier, slower-handling weapons. The game has no draw time/swap speed; pausing and switching to another weapon is instantaneous.

“Remember – switching to your pistol is always faster than reloading.” – some SAS dude

Free Sidearm


Cost: 0 (yes, it’s free)
Capacity: 15
Firing Duration: 2.52 sec
Rate of Fire: 333 RPM
Reload Speed: 1.6 sec
Optimal Firing Range: 7.36%
Aim Speed: no penalty
Move Speed: no penalty
Damage: 0.75 (4.16 DPS)

Just your regular pistol with no price tag. As expected it performs rather poorly and cannot reliably beat out a Stabber’s regenerative ability even on normal difficulty. The higher rate of fire and 2 extra rounds capacity is not enough to compete with the P2 Sidearm in accuracy, damage, and knockback, especially when both are already unlocked by default in the base.

P2 Sidearm


Cost: 353
Capacity: 13
Firing Duration: 2.63 sec
Rate of Fire: 275 RPM
Reload Speed: 1.6 sec
Optimal Firing Range: 9.47%
Aim Speed: -8.42%
Move Speed: no penalty
Damage: 1.2 (5.5 DPS)

Able to be purchased from the base with no unlock cost. Cheap yet effective for its job, it is a decent backup or small slot weapon until you unlock better options down the list. Has negligible aim speed penalty and slightly lower rate of fire, but good accuracy within its effective range.

P2 “Compact”


Cost: 415
Unlock Cost: 4 research points (Special Warfare Center)
Capacity: 26
Firing Duration: 5.45 sec
Rate of Fire: 275 RPM
Reload Speed: 1.6 sec
Optimal Firing Range: 8.95%
Aim Speed: no penalty
Move Speed: -5% (no penalty)
Damage: 1.2 (5.5 DPS, same as P2 Sidearm)

Basically the P2 with double capacity and noticeably more knockback, it suffers no aim or reload speed penalty but is slightly less accurate. This is my go-to defensive secondary weapon for slower units, and even handles itself adequately as a primary. Solid successor to the Sidearm.

Tip: The earliest, cost-efficient way to acquire is through RIOT COMMAND Hama, Bato, or Just (3rp) at NeuroCity’s CryoVat. Personally I’d wait for SpecWar to access KILLTEAM units, since they all carry the “Compact” as backup alongside other good unlockable weapons (Ping with P2 “Olympian” for 11rp, Sona LCR-E 11rp, Dulf SAP-SOPMOD 12rp, Ries Shotgun “Outranger” 12rp).

P2 “Olympian”


Cost: 424
Unlock Cost: 4 research points (Special Warfare Center)
Capacity: 13
Firing Duration: 2.63 sec
Rate of Fire: 275 RPM
Reload Speed: 1.6 sec
Optimal Firing Range: 12.63%
Aim Speed: -16.84%
Move Speed: -10% (-1%)
Damage: 1.333 (6.11 DPS)

Modified P2 resulting in more accuracy and damage as well as longer optimal attack range, at the cost of knockback and penalties to aim/move speed. While the “Compact” is suited for defensive close encounters with less concern from running out of shots, “Olympian” is the better primary with more stand-off and killing power to finish targets before they get too close for comfort.

Tip: Probably cheaper to unlock directly from the weapon dispenser, but also used by SpecWar KILLTEAM Ping (11rp) as a primary with a P2 “Compact” as backup.

LX Burstpistol


Cost: 625
Capacity: 21 (seven 3-round bursts)
Firing Duration: 6 sec (including burst delays)
Rate of Fire: 210 RPM (500 RPM firing burst, 0.5 sec burst reset)
Reload Speed: 1.6 sec
Optimal Firing Range: 9.47%
Aim Speed: -16.84%
Move Speed: -20% (-2%)
Damage: 1.0, (3.0 per burst, 3.5 DPS average)

“Heavy” 3-rnd burst pistol with a knife attachment. High accuracy and good burst damage to kill weak solitary strains, plagued by the excessively long burst reset resulting in horrendous overall DPS. It weighs as much as SMGs and some assault rifles though with better aim speed. You either see this as a great knife that also shoots, or a terrible gun that also stabs. Except for melee-focused builds, the P2 “Compact” or “Olympian” are better self-defense weapons.

Note that the gun cannot be unlocked from any weapon dispenser; you either to farm by killing the rogue cyborg “LX” or scavenge off his CYBER SWAT CryoVat form (11rp), both at NeuroCity.

Flare Pistol


Cost: 600
Unlock Cost: 6 research points (Neuro City)
Capacity: 1
Reload Speed: 3 sec
Optimal Firing Range: 28.42%
Aim Speed: -33.68%
Move Speed: -5% (no penalty)
Damage: 1.75 for full burn (10 seconds) of each shot

Incendiary flare launcher that attaches on impact and burns for 10 seconds. I’m honestly not sure if it serves any utility, as the fire does so little damage it can’t even kill a Stabber, and the “blinding” effect didn’t seem to work in my experience. Maybe it works against human NPCs? Please let me know if you have found a use for it, otherwise just use incendiary grenades…

You can find one stowed in the Helibase’s locker, so give it a try. NAVEX GUNCREW Keel (4rp) in SpecWar uses it, but both are, in my opinion, too lackluster in combat to be worth unlocking.

Submachine Guns

Having fully-automatic fire, SMGs have high rate of fire resulting in very high knockback and damage in a short firing duration. Compact and handles suitably in close-quarter battles (CQB), though the aim and move speed penalty is noticeable compared to sidearms.

As defensive weapons SMGs generally lack accuracy, range, and capacity, which counteract the high theoretical DPS by missing shots or having to reload an empty magazine. They struggle on increasing difficulties as strains (especially Stabbers) have more health than a magazine’s damage capacity, thus overshadowed by assault rifles’ consistency. The SAP-SOPMOD is the notable exception, standing out from other automatic weapons in DPS, aim, and reload speed.

SAP-1


Cost: 857
Capacity: 20
Firing Duration: 1.6 sec
Rate of Fire: 750 RPM
Reload Speed: 1.6 sec
Optimal Firing Range: 13.16%
Aim Speed: -50.53%
Move Speed: -10% (-1%)
Damage: 0.555 (6.94 DPS)

Your standard SMG with the usual caveats: short range, passable accuracy, high rate of fire, relatively low ammo. It is hindered by the low firing duration, often not enough to kill tougher enemies in one magazine, a problem against Stabbers on higher difficulties.

Purchasable with no unlock cost at NeuroCity’s weapon dispenser. Your first SAP-1 can be picked up from the previous Helibase crew who were infected and executed.

SAP “Convoy”


Cost: 1050
Unlock Cost: 11 research points (Special Warfare Center)
Capacity: 40
Firing Duration: 3.2 sec
Rate of Fire: 750 RPM
Reload Speed: 1.6 sec
Optimal Firing Range: 11.58%
Aim Speed: -33.68%
Move Speed: -15% (-1%)
Damage: 0.5 (6.25 DPS)

Much like the “Compact” upgrade to the baseline P2 Sidearm, “Convoy” modification doubles the firing duration for identical reload speed and also increases knockback, but now loses damage too. Its terrible accuracy reduces its effective kill range due to shots missing, cutting its theoretical DPS and still cannot kill Stabbers on higher difficulty despite double the capacity.

Carried by SpecWar ‘ALFA’ AIR CREW Ray (5rp), but those points are better spent elsewhere. Used by a WhiteCell unit breaching the funeral room in Mission 25 “Diamonds in the Dark”.

SAP-SOPMOD


Cost: 1071
Unlock Cost: 11 research points (Special Warfare Center)
Capacity: 20
Firing Duration: 1.6 sec
Rate of Fire: 750 RPM
Reload Speed: 1.6 sec
Optimal Firing Range: 15.26%
Aim Speed: -58.42%
Move Speed: -20% (-2%)
Damage: 0.733 (9.16 DPS)

Special Operations upgrade that substantially increases damage (by a third!), improves range and accuracy to reliably land hits on target, though heavier and loses knockback. One of the highest DPS automatic weapons able to kill highest difficulty Stabbers with a magazine, and is better suited for rescue missions than spread shotguns. Plus the suppressed shot sound is just…beefy

Tip: CYBER SWAT Kain (12rp) in NeuroCity is the quickest access, but better to wait for SpecWar KILLTEAM Dulf (12rp) coming with a free P2 “Compact”. Two WhiteCell units use it in Mission 25.

Shotguns

Shotguns focus on very high per-shot damage to compensate for its slow pump action. With the exception of the “Outranger” which fires a heavy slug, they fire a spread of 10 pellets that are extremely effective at close range against soft targets. The very high damage burst is especially useful in early game when troopers do not have damage veterancy to be effective with weapons that require continuous time on target, while the “Outranger” earns its place in the late-game armory to take on Maulers. Using a cover to Shoot n Duck is the best way to exploit the pump cycle. Just please don’t bring spread shotguns to rescue missions to avoid collateral damage…

Unfortunately shotguns in Strain Tactics do not facilitate single-shell reloads nor emergency-fire during loading; your entire tube is emptied and refilled before being able to fire again. They are still very good, but is hampered by the longer down time than it should have.

Shotgun “Chucky”


Cost: 1467
Capacity: 6 shells (10 pellets each)
Firing Duration: 5 sec
Rate of Fire: 60 RPM (1 shot per sec)
Reload Speed: 3 sec
Optimal Firing Range: 11.58%
Aim Speed: -58.42%
Move Speed: -25% (-2%)
Damage: 2 shots molar, 8 shots mauler (assume all pellets hit)

The traditional shotgun with a decent tube capacity. Its accuracy cone is tight enough to reliably land majority of pellets on target, but is still spread out to occasionally get multi-kills on weaker units. It can stop most strains with 1 or 2 shots and is surprisingly decent against heavier armored strains, though risky due to the closer range needed for full pellet hits. While sometimes inconsistent and slow to shoot, it is a good starting weapon all the way to late game where damage-vetted units can utilize more accurate options without missing out on damage.

Fortunately the “Chucky” uses a dual-loader feeding system, so it reloads just as fast as the other shotguns for double capacity. I guess some people in the future still learn the ‘Load Two’ method.

Shotgun “Stumpy”


Cost: 1500
Unlock Cost: 15 research points (Special Warfare Center)
Capacity: 3 (10 pellets each)
Firing Duration: 2 sec
Rate of Fire: 60 RPM (1 shot per sec)
Reload Speed: 3 sec
Optimal Firing Range: 9.47%
Aim Speed: -25.26%
Move Speed: -15% (-1%)
Damage: 1-shot molar, 7 shots mauler (assume all pellets hit)

More or less a cut-down “Chucky”. Great firepower in a small package but has half the capacity and double the spread, reducing its effective kill range. Best used as point-blank “heck off!” emergency weapon rather than a primary due to relatively little aim and move speed penalty.

A “Stumpy” can be found stowed in the Helibase’s locker, and is used by RAD FORCE Radon (9 rp) in SpecWar, though not a must-have weapon. Also used by a WhiteCell entry unit in Mission 25.

Shotgun “Outranger”


Cost: 3780
Unlock Cost: 37 research points (Special Warfare Center)
Capacity: 3
Firing Duration: 2 sec
Rate of Fire: 60 RPM (1 shot per sec)
Reload Speed: 3 sec
Optimal Firing Range: 18.42%
Aim Speed: -75.26%
Move Speed: -35% (-3%)
Damage: 1-shot molar, 6 shots mauler (assume frontal hit, chitin drastically reduce damage)

Rather than using multiple spread pellets, this shotgun fires a single armor-piercing slug effective even exceeding SMG ranges. One of only two weapons capable of piercing chitin-armored units such as Maulers, though the slug CANNOT penetrate walls nor safely kill strain-infected drones (especially “Gunstrain”) at range. It is advisable to carry a backup weapon like the P2 “Olympian”, as the “Outranger” has lackluster tube capacity, low fire rate, slow reload and aim speed.

Tip: RAD FORCE Mir (8rp) and KILLTEAM Ries (12rp), both at SpecWar, uses the “Outranger”; although costing more the latter is the better trooper AND also gives a free P2 “Compact”.

Assault Rifles

These are your jack-of-all-trades weapons that have well-rounded stats with room for specialization to boost any particular area. Multiple modifications e.g. accurized, cut-down, drum-fed, etc. are available under 2 general sub-categories: Main Assault Rifle (MAR) baseline variant, and the LCR cut-down variant with no stock. They range from being worse SMGs all the way to miniaturized machine guns or marksman rifles, and some variants are better than others. It is good to know the differences to help you pick the best one for varying situations.

Overall they have decent fire rate, range, accuracy, and capacity. With the exception of LCR “Bandit” all of them are viable if not excellent. These should be your mainline weapons, augmented by other specialized weapon roles i.e. long-range, close-quarter, armor-piercer, etc.

Main Assault Rifle (MAR)


Cost: 1909
Capacity: 30
Firing Duration: 3 sec
Rate of Fire: 600 RPM
Reload Speed: 2 sec
Optimal Firing Range: 33.68%
Aim Speed: -79.47%
Move Speed: -25% (-2%)
Damage: 0.5 (5 DPS)

The bread and butter of UN2 forces, the MAR is reliable for any situation by balancing damage output, capacity, accuracy, and range. Much like the P2 Sidearm, the MAR is a decent starter weapon, serving as a baseline for an entire family of better versions to replace itself.

LCR


Cost: 1432
Capacity: 30
Firing Duration: 3 sec
Rate of Fire: 600 RPM
Reload Speed: 2 sec
Optimal Firing Range: 20.52%
Aim Speed: -71.05%
Move Speed: -15% (-1%)
Damage: 0.5 (5 DPS, same as MAR)

Presumably standing for Light Combat Rifle, it is a cut-down MAR with less range and accuracy but slightly better knockback and handling. While effective closer in, it misses quite often near its maximum optimal range, wasting ammo and cannot reliably kill Stabbers on higher difficulties. Treat it like an SMG then it should be a serviceable small-slot primary weapon.

LCR “Bandit”


Cost: 1588
Unlock Cost: 16 research points (Special Warfare Center)
Capacity: 60
Firing Duration: 6 sec
Rate of Fire: 600 RPM
Reload Speed: 2 sec
Optimal Firing Range: 22.11%
Aim Speed: -66.84%
Move Speed: -20% (-2%)
Damage: 0.416 (4.16 DPS)

The “Baby SAW” on paper due to the 60-round drum magazine, in practice it’s closer to a “Big SAP” as its accuracy isn’t better than SMGs. It also lacks shot damage, being one of the weakest in the game, to make up for missed shots. The LCR is honestly more consistent if you want a small-slot primary with some range, or the P2 “Olympian” for offensive closer-quarter combat.

Can be taken from COMBAT DROID M1-SC (9rp) in Mission 5 “Heat”, or a mercenary near the top entrance in Mission 23 “Fortuna”, but I’d rather invest in expanding the equipment slot size.

LCR-E


Cost: 1841
Unlock Cost: 18 research points (Special Warfare Center)
Capacity: 30
Firing Duration: 3 sec
Rate of Fire: 600 RPM
Reload Speed: 2 sec
Optimal Firing Range: 28.42%
Aim Speed: -75.26%
Move Speed: -25% (-2%)
Damage: 0.65 (6.5 DPS)

The LCR-E (Extended) improves on the LCR’s accuracy and damage to where it outperforms even the larger MAR, beating it in every aspect except lower optimal firing range and loss of knockback while still being only medium size. Arguably the best “regular use” weapon in-game.

Tip: KILLTEAM Sona (11rp) in SpecWar carries this along with a P2 “Compact”. Alternatively it can be farmed off two mercenaries after the top right entrance in Mission 23 later in the game.

MAR-C “Pyrate”


Cost: 2118
Unlock Cost: 21 research points (Special Warfare Center)
Capacity: 60
Firing Duration: 6 sec
Rate of Fire: 600 RPM
Reload Speed: 2 sec
Optimal Firing Range: 31.58%
Aim Speed: -75.26%
Move Speed: -30% (-3%)
Damage: 0.416 (4.16, same as LCR “Bandit”)

The “Mini SAW” in a medium size slot, this time still usable despite the shrunken size and subsequent effectiveness. Marginally better accuracy than the LCR, it is accurate enough to kill single units while still able to suppress an area due to good spread and knockback to supplement the LCR-E or MAR4-DMR variants. Despite the lack of DPS, it carries enough ammunition for 6 seconds of continuous fire and reloads faster than the HMG60-SAW.

Tip: can be bought off Sweeper Thurm (3rp) in Mission 5 “Heat” or NAVEX GUNCREW Rowl (4rp) in SpecWar. UNX heavy drone also uses it in Drone Trials, though not ideal for farming.

MAR4-DMR


Cost: 2455
Unlock Cost: 25 research points (Special Warfare Center)
Capacity: 30
Firing Duration: 3 sec
Rate of Fire: 600 RPM
Reload Speed: 2 sec
Optimal Firing Range: 37.89%
Aim Speed: -83.68%
Move Speed: -35% (-3%)
Damage: 0.65 (6.5 DPS, same as LCR-E)

The same upgrades as the LCR-E, but done on the MAR. A worthy successor with the second best accuracy for medium-long ranges, though very heavy now. This and the LCR-E are probably the best line infantry weapons; switch between the two for different engagement ranges.

Tip: can only be acquired by unlocking or from two mercenaries in Mission 23, as no CryoVat units use this by default. Use the comparably good LCR-E while waiting to farm/unlock research.

Machine Guns
Designed to provide sustained suppressive fire, these weapons provide the squad with mobile firepower, especially where the Helibase’s onboard weapons cannot reach. Combining great ammo capacity, high fire rate, and good shot damage, they tear right through multiple enemies in one go while not sacrificing on knockback. These come at the cost of long reload durations, lacking accuracy, and very slow aim speed which hampers handling in tight spaces. A crucial component of a squad’s lethality, machine guns are brutally effective at all but both extremes of ranges; at least one or two members should carry these Strain-killers whenever possible.

HMG60-SAW


Cost: 3488
Unlock Cost: 35 research points (Special Warfare Center)
Capacity: 60
Firing Duration: 7.2 sec
Rate of Fire: 500 RPM
Reload Speed: 2.63 sec
Optimal Firing Range: 39.47%
Aim Speed: -83.68%
Move Speed: -40% (-4%)
Damage: 0.733 (6.11 DPS)

Technically a Medium Machine Gun not a Heavy MG, the Squad Automatic Weapon uses a 60-round drum that, unlike the MAR-C or “Bandit”, does high damage per shot. It performs more like a beefed up assault rifle with good DPS and above average knockback that takes a little longer to reload slower around corners. It does miss shots at longer ranges, but with such good stats and overall versatility it could almost be a mainline weapon if not for the XL slot requirement.

Tip: A SAW can be picked up in the tutorial mission, which really should used as your early-game damage dealer. The earliest and cheapest purchasable option is from RIOT COMMAND Jerc (3rp) at NeuroCity. Four(!) SAWs can be farmed off mercenaries in Mission 23 very effectively; farming “Gunstrain” drone drops in Mission R4, R7, R8 is harder and less efficient.

Tactical Minigun “Gatty”


Cost: 4800
Unlock Cost: 48 research points (Special Warfare Center)
Capacity: 200
Firing Duration: 12 sec
Rate of Fire: 1000 RPM
Reload Speed: 5 sec
Optimal Firing Range: 27.37%
Aim Speed: -83.68%
Move Speed: -50% (-5%)
Damage: 0.65 (10.83 DPS)

It’s a Minigun. It kills everything short of Maulers (use armor-piercing weapon/consumable instead) through 12 seconds of sheer volume of fire before reloading. Yes it is heavy, has poor handling, very long reload, not great optimal range due to below average accuracy, but who cares? This weapon melts even Molars in mere seconds; now THAT’S A LOTTA DAMAGE!

It also performs a niche purpose: shooting down incoming RPGs. Bring at least a couple against RPG-firing “Colonist-Drones” in Mission R6, R7, R8 to unlock the C-RAM achievement.

Tip: the Minigun is used by a ML33 heavy drone in Drone Trials (not great for farming though), which is purchasable from SpecWar for 40rp upon completing that mission. CYBER SWAT Moko (12rp) in NeuroCity is the earliest and cheapest option, though expensive that early on.

Long-range Rifles

As the name suggests, these excel at ranges where others cannot touch, reaching out to twice or three times the normal engagement distance. Having max accuracy in-game, they rely on near-perfect precision and very high damage to keep enemies from getting close in the first place. The rifles’ slow rate of fire, almost non-existent aim speed, and rather slow reloads mean the trooper is easily overwhelmed by numbers, especially in close-quarters. It is best to carry a different secondary weapon or make sure to support with other units that use automatic weapons.

Definitely bring these on wide open maps, though a bit harder to force fire due to the very tight accuracy cone. The first rifle is a good staple weapon, the other…well don’t be on the wrong end.

Heavy Battle Rifle


Cost: 3789
Unlock Cost: 38 research points (Special Warfare Center)
Capacity: 10
Firing Duration: 6.67 sec
Rate of Fire: 81 RPM (1.35 shot per sec)
Reload Speed: 2.5 sec
Optimal Firing Range: 80%
Aim Speed: -90%
Move Speed: -35% (-3%)
Damage: 3.25 (4.39 DPS)

Trading rate of fire for high damage capacity, this semi-automatic designated marksman rifle can easily pick off weaker strains from long distances. Despite low theoretical DPS, its ability to land all high-damage shots is sufficient to kill Stabbers on the highest difficulty. Very good weapon given from the start, though later somewhat overshadowed by the overpowered next weapon.

Tip: You can acquire it from COMBAT ENGINEER Vine at the main base for only 3rp. Literally easiest access to a good weapon early on, and you get access to sandbag plus a decent unit too. Vine also carries one from the tutorial level. Honestly don’t wait for Spec War to unlock.

20mm “Monster Killer”


Cost: 15368
Unlock Cost: 114 research points (Special Warfare Center)
Capacity: 3
Firing Duration: 1.85 sec
Rate of Fire: 64 RPM (1.07 shot per sec)
Reload Speed: 3 sec
Optimal Firing Range: 100% (max)
Aim Speed: -92.1%
Move Speed: -45% (-4%)
Damage: 1-shot molar, 4.01 shots mauler (minimum frontal hit, chitin reduces damage)

The longest-range weapon in the game, it fires a quad-penetrator round that literally punches through a wall and kills whatever is behind it, almost like a mini-RPG. It is perfect for killing Maulers and strain-infected drones from a safe distance, and destroying targets behind cover such as anti-air jammers or strain mines/traps. A must-have on higher-difficulty missions for open areas or anti-barrier use, though the Shotgun “Outranger” is more suited for tight spaces.

Watch the muzzle brake as the side-vented gas when firing can push nearby units to somewhere you don’t want them to be (I had a trooper pushed in front of another’s active Minigun. It didn’t end well). Also be wary of potential friendly fire from accidental shot overpenetration.

Tip: The rifle is used by a mercenary in Mission 23 and an APC gunner in Mission 29, though the former is the more efficient and easier to farm on. The cheapest purchasable method is through CYBERSWAT Nuld (13rp) in Neuro City, but you won’t have enough credits that early in the game.

Weapons Tier and Role

  • S tier: Tactical Minigun “Gatty”, 20mm “Monster Killer”
  • A tier: Shotgun “Outranger”, LCR-E, MAR4-DMR, HMG60-SAW
  • B tier: P2 “Compact”, P2 “Olympian”, SAP-SOPMOD, Shotgun “Chucky”, MAR-C “Pyrate”, Heavy Battle Rifle
  • C tier: P2 Sidearm, Shotgun “Stumpy”, Main Assault Rifle, LCR
  • D tier: Free Sidearm, *LX Burstpistol, SAP-1, SAP “Convoy”, LCR “Bandit”
  • E tier: Flare Pistol

*when rated as a gun, if rated as a knife it is good

Backup secondary: P2 “Compact”/“Olympian”, maybe Shotgun “Stumpy” point-blank delete

CQB primary: SAP-SOPMOD or Shotgun “Chucky”

Main primary: LCR-E, MAR4-DMR, or Heavy Battle Rifle depending on engagement ranges

Suppressive fire: HMG60-SAW, MAR-C “Pyrate” for non-XL slot

C-RAM (anti-RPG)/Spray-n-Pray: Tactical Minigun “Gatty” (but of course)

Anti-armor: Shotgun “Outranger” for close-/mid-range, 20mm “Monster Killer” any other time

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