There are minor differences between your weaponry in the main story mode and the ones you can access in Breach. Because you must purchase extra ammo in Breach, it’s very smart to have multiple weapons in your inventory. This allows you to exploit one generous aspect of the mode: it always refills your weapons’ magazines after a mission. If you have three weapons and can swap them around, you’ll be able to get through many missions without using any extra ammo. This saves huge amounts of credits in the long run, and you don’t have to hit up the shops and spend time worrying about resupplying your ammo, either. It’s a win-win.
Weapons
| Weapon Name | Purpose in Breach |
|---|---|
|
10MM Pistol, Basic Pistol |
Dispatching unarmored sentinels |
|
Machine Pistol |
Has cheap ammo for a weapon that can spray down heavies and turrets (things that don’t dodge well and are easy to hit) |
|
Revolver, Cobra Revolver |
Taking out tougher targets at medium range |
|
Sniper Rifle, Lancer Rifle |
Long-range kills against non-boss targets |
|
Tactical Shotgun |
Short-range defense, turret killing, fast kills against sentinels |
|
Battle Rifle |
Safe combat at medium or long range |
|
Combat Rifle |
Relatively cheap ammo for a high-damage weapon; a good weapon for your default loadout |
|
Devastator Shotgun |
Annihilates turrets, heavies, and sentries |
|
Stun Rifle, Disruptor Pistol |
Disables sentinels quietly |
|
Grenade Launcher |
Kills groups of targets |
|
EM Rifle |
EMP weapon that really disrupts cameras, turrets, drones, and sentries |
Ammo
Regular ammo inflicts a standard amount of damage and doesn’t have any special effects. This is the only type of ammo that gets refilled free of charge in Breach, and you only get one magazine’s worth of ammo for each of the weapons in your loadout.
AP ammo is just great in general. It has increased damage against most targets and should be saved for dangerous encounters (mostly bosses).
EMP ammo deals 10% less damage but disables robots, drones, turrets, and cameras.
Stun ammo disables sentinels. It’s used in conjunction with the Stun Rifle to let you disable targets and sneak by.
LAG ammo doesn’t do damage, but it slows your targets down. This leaves them vulnerable for a while. You can sneak by, or switch to another weapon and go for the kill. This ammo is tied to the Disruptor Pistol.
CTRL ammo causes targets to fight for you temporarily. Use these with your Disruptor Pistol to cause chaos in the enemy ranks. It’s best saved for levels with larger fights.
Consumables
Biocells, Hypostims, grenades, and mines make up your assortment of consumables. You have to slot them into your loadout before starting a mission, or else they won’t be available to you. It’s always good to have at least a couple of Biocells and Hypostims on hand. They won’t get destroyed until you actually use them, so there’s no reason not to dedicate a bit of your loadout space to them. Don’t use these costly items unless you’re late in a mission and know that it’s worth the expense. Don’t use anything during practice runs or dailies that you will miss. That way, you can afford to go nuts when you’re attempting to get High Scores and Speedruns.
The same concept holds true for grenades and mines, although you don’t always need to keep them in your loadout. Their use is situational, and player preference determines whether they’re worth your precious loadout space.