Things to Note:
- This is a very Long Post so maybe look at your favorite weapons first.
- This post is missing some content (compared to video) due to size restriction
- This review ignores exotics, since they break from any weapon archetype.
- TTK is based on 200hp, low armor qualifies at about 192hp or any amount of damage that comes close to doing 200
- Maximum TTK = if you get all body shots, Minimum TTK = if you get enough headshots
[b]Auto Rifles:[/b]
The Beta contained two archetypes; High Body High Rate of Fire and Medium Rate of Fire.
The [b]High Body High Rate of Fire[/b] archetype, which includes the Deathstalker 4-AU:
- Fires at about 720rpm
- Deals about 12 damage to the body and 14 to the head
- It takes 17 body shots to kill or 15 headshots – 14 on low armor targets (at least 10 headshots needed plus 5 body)
- Maximum TTK (if you get all body shots) is 1.33s and Minimum TTK (if you get enough headshots) is 1.17s or 1.08s on low armor targets
Pros: These auto rifles are built for closer ranges than most. They have large magazines, a quick fire rate and high body damage. This makes them highly affective at close range and very reliable weapons.
Cons: The bad sides to these is there slower headshot time to kill and high recoil which make longer range gunfights difficult. These are fine at medium range though not optimal compared to pulse rifles and other auto rifles. At the closest ranges submachine guns will beat these though these have the advantages of both magazine size and range.
The [b]Medium Rate of Fire[/b] archetype, which includes the Scathelocke:
- Fires at about 600rpm
- Deals about 13 damage to the body and 17 to the head
- It takes 16 body shots to kill – 15 on low armor targets – or 12 headshots (at least 11 headshots needed plus 1 body)
- Maximum TTK is 1.50s or 1.40s on low armor targets and Minimum TTK is 1.10s
Pros: These auto rifles are your general medium range type. These will perform great at close to medium distances with some of the highest time to kill with headshots. They handle well and have decent mag sizes.
Cons: These will be out performed at close ranges by SMG’s and other some other auto rifles as well they will have a hard time at slightly longer ranges where their damage falls off. The biggest disadvantage of these is their high bouncy recoil that makes tracking, hitting your target, and landing headshots difficult. The recoil can become a none issue with the right perks although the Scathelocke has little available to assist you in that area.
[b]Pulse Rifles:[/b]
The Beta contained 1 archetype; the High Rate of Fire type.
The [b]High Rate of Fire[/b] archetype, which includes both the Nightshade and Nergal PR4:
- Have a total fire rate of 450rpm or 150 Bursts per Minute (bpm)
- Deal about 15 damage to the body and 22 to the head
- It takes 14 body shots to kill – 13 on low armor targets – or 10 headshots – 9 on low armor targets
(8 headshots plus 2 body for most targets, note the 10th shot is the 1 shot of the final burst).
- This means it will take 5 bursts to kill with only body shots or 4 bursts with headshots (at least 3 headshots needed for the 4 burst).
- Maximum TTK is 1.67s and Minimum TTK is 1.20s
Pros: If you want a reliable weapon for medium to long range that puts bursts down range accurately and quickly these are your guns. These pulse rifles have great range and are very stable able to be affective in nearly all sight lines available on most maps. They are highly versatile being an affective option at almost any range killing quickly if you can land headshots. Only 3 headshots are needed to achieve a moderately efficient TTK not to far off it’s optimal. At medium to long range their Time to kill both body and head are average to above average.
Cons: The body shot TTK is fairly average so make sure to hit headshots. These will be less affective verses some other weapons like auto rifles at close range due to their overall slower TTK and their burst mode of fire.
[b]Scout Rifles:[/b]
The Beta contained 2 archetypes; High Rate of Fire and Low Rate of Fire.
The [b]High Rate of Fire[/b] archetype, which includes Black Scorpion-4SR:
- Fires at about 257rpm
- Deals about 23 damage to the body and 35 to the head
- It takes 9 body shots to kill or 6 headshots (must land all 6 headshots, 5 headshots 1 body for low armor)
- Maximum TTK is 1.87s and Minimum TTK is 1.17s
Pros: The high rate of fire, stability, and headshot TTK make these weapons a powerful laser beam of death that is not to hard to control. With these weapons you will be able to put out accurate consistent damage on targets at all ranges.
Cons: The low mag sizes means you will typically only get a single kill before having to reload, the slow body shot TTK means in unpredictable situations when u can’t land those headshots reliably you will be at a disadvantage, together this weapon is one that seriously punishes misses and frivolous use of ammunition.
The [b]Low Rate of Fire[/b] archetype, which includes the Does not Compute:
- Fires at about 150rpm
- Deals about 37 damage to the body and 52 to the head (1.4x headshot multiplier)
- It takes 6 body shots to kill or 4 headshots (must land all 4 headshots)
- Maximum TTK is 2.00s and Minimum TTK is 1.20s
Pros: These have huge damage per shot great for taking down targets at a distance with precision especially if they are already damaged. The gun overall just feels great with recoil that typically isn’t to high and centers quite quickly.
Cons: The high recoil mixed with flinch makes landing accurate shots on your target highly difficult, the headshot TTK is average for the kind of weapon it is and body shot TTK is one of the slowest as of the Beta. The slow fire rate makes this weapon only viable at long ranges and mixed with a high headshot requirement these weapons punish misses severely.
[b]Submachine Guns:[/b]
The Beta contained 2 archetypes; High Rate of Fire and Low Rate of Fire.
The [b]High Rate of Fire[/b] archetype, which includes The Showrunner, Phosphoros MG4 and the Red Mamba-3MG.
- Fires at about 900rpm
- Deals about 10 damage to the body and 14 to the head
- It takes 20 body shots to kill or 15 headshots – 14 on low armor targets (at least 13 headshots needed plus 2 body, low armor targets will require less headshots)
- Maximum TTK is 1.27s and Minimum TTK is 0.93s or 0.87s on low armor targets
The [b]Low Rate of Fire[/b] Archetype, which includes the Phosphoros MG4 with Phase Mag.
- Fires at about 600rpm
- Deals about 15 damage to the body and 20 to the head
- It takes 14 body shots to kill – 13 on low armor targets – or 10 headshots (must land all 10)
- Maximum TTK is 1.30s or 1.20s on low armor targets and Minimum TTK is 0.90s
SMG’s as a whole:
Pros: SMG’s are the most powerful kinetic and energy weapons available in the game with the quickest TTK’s. They are effective both ADS’d and hip-fired and handle extremely well. Since the hip-fire is so affective at super close range recoil is less of a factor and movement is much quicker. With these you should simply stay as close to your target as possible and hold a spew of bullets on their face. Once you reach the max range of the weapon you will still deal enough damage to utilize it with ADS to finish off opponents.
Cons: The damage fall of is quick and once it hits you will no longer be able to win gunfights. While ADS the recoil can be a little difficult to control. With a low range stat the range can fall off even quicker so keep the stat at max, this kind of sucks because then you will have higher recoil.
[b]Sidearms:[/b]
The Beta contained 2 archetypes; a Low Rate of Fire and a High Rate of Fire, I only played with the low RoF.
The [b]High Rate of Fire[/b] archetype, which includes the Urchin-3SI:
- Fires at about 360rpm
- Deals about 24 damage to the body and 34 to the head
- It takes 9 body shots to kill or 6 headshots (must land all 6)
- Maximum TTK is 1.33s and Minimum TTK is 0.83s
Pros: These weapons have a ton of potential with their super quick headshot TTK. These also have a great body shot TTK though it’s not as good as SMG’s. Handling and reload are quick and feel great. Recoil is controllable and range is greater than that of SMG’s
Cons: Aim assist feels off making landing shots and head shots difficult. The low range make this weapon only good at close range and the mag size is to small for unpredictable close quarter situations.
[b]Hand Cannons:[/b]
The Beta contained only one archetype of these; Medium Rate of Fire.
The [b]Medium Rate of Fire[/b] archetype, which includes the Better Devils and SUROS GJS-42:
- Fires at about 138rpm
- Deals about 45 damage to the body and 61 to the head
- It takes 5 body shots to kill or 4 headshots (at least 2 headshots needed plus 2 body, 1 head and 3 body for low armor targets)
- Maximum TTK is 1.74s and Minimum TTK is 1.30s
Pros: Hand cannons like these are the best weapons for large quick damage. With high AA, high damage per shot, low headshot requirement, and great in air accuracy these hand cannons are great for those who enjoy moving quickly through the air and around cover. These weapons high AA make them a surprisingly effective weapon for duels, allowing them to miss highly infrequently.
Cons: These have slow TTK’s overall putting them at a raw power disadvantage versus many other weapons. Their low range will force you to need to close the gap on enemies though they will hit reliably at long distances allowing you to finish off fleeing opponents or stopping your opposition from regaining their health.
Which weapons where your favorite?
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goodcjob i guess but this games gonna flop anyways