Learn the main advantages and uses of each major weapon type before employing them in the combat zone. Then, simply cross-reference the statistics pages to come, and compare the various elements of each weapon (either within a type or across all types) to determine which one you want to purchase or find.
Taser
This pistol-like, compact firearm shoots an electrical charge that incapacitates a foe without killing them. They fall unconscious and can wake up on their own or with the help of a fellow foe finding them. The taser has a range that can be lengthened and a force that you can strengthen for favorable outcomes against all types of enemies. It is exceptionally useful, since it has infinite ammunition and is almost silent (and therefore great for stealth infiltration). The only issue is that it doesn’t neutralize foes permanently, and armored enemies can take more than one shot.
Pistols and Machine Pistols
Pistols are compact weapons that fire one bullet at a time and offer flexibility across most operations. A favorite of those who prefer stealth over slaughter, they offer the same distance of fire as most other nonscoped weapons and have good accuracy. They can also easily be brought up and fired at a target, which is useful if you’re facing a small number of foes; you can surreptitiously set up a headshot and drop back into cover. Pistols are less effective if chaos reigns and you’re surrounded by enemies; it’s then time to pick some more robust firepower options.
While assault weapons are better for longer-range firefights, machine pistols are excellent for cutting down multiple foes at closer ranges, though they tend to rattle through ammunition clips a little faster. There is a significant drop-off in damage caused at around 15 to 20 meters for a submachine gun, compared to around 20 to 30 meters for an assault rifle. When enemies are close by and a situation is about to turn violent, bring out an SMG.
Assault Weapons
These offer devastating power at longer ranges than SMGs, though in general they don’t fire quite as quickly. Some assault rifles, such as the AK-47 and DOT_FILE Rifle, punch through light cover like glass and wooden or light metal fences; this makes it more difficult for enemies to hide and widens the options you have for taking enemies down. In general, assault weapons are the most well rounded of your available weaponry and should be employed in most situations.
Shotguns
These close-assault weapons don’t have the range of other weaponry, but they are devastating at close range. Use them to step out and demolish a foe who’s within spitting distance of you, and return to cover. These can’t blast multiple foes at once (unless one is standing behind another) with a horizontal rake of fire, but they can easily drop a single foe with minimal aiming; just shoot in the general direction and let the pellet spread do the rest! Also use shotguns for
close assaults on vehicles, blast doors, hoods, and trunk lids; they easily reach occupants inside as you lay waste to their cars. Just be wary of lengthy reload times for this weapon; swap to another gun instead of reloading if the situation is critically dangerous.
Sniper Rifles
Sniper rifles are built for extreme-range takedowns. They have the longest range of any weapon type (one and a half times the range of a shotgun), and they are extremely accurate at almost any distance, as this YourBoySerge takedown demonstrates. There are some downsides, though; you look through a scope and are therefore more susceptible to flanking attacks. You need to be in a safe place (ideally high up, such as a container stack, platform, or roof) or far enough away that it will take a while for foes to reach you. Use these rifles to drop a high-value target, such as a driver or operation-critical faction member in a Co-Op Operation.
Grenade Launchers
If there’s something sizable that you want to remove, bring out the grenade launcher; these short-range cannons are absolutely deadly within eight meters but useless at longer ranges. Think of these as grenade-punting machines; instead of lobbing a shock or explosive grenade manually, punt a grenade at a group of foes, enemies behind breakable cover, foes close to explosive objects, or enemies just exiting a vehicle. Explosive-based launchers are exceptional for taking out vehicles if you aim for under the engine or into the engine block. Fire at a foe’s feet so they are blown skyward; anywhere higher and the grenade may overshoot. Don’t overlook the WTB Launcher from Wrench, which fires taser grenades for mass electrocution takedowns!
Signature Weapons And Paint Jobs
Signature weapons are special variants of some of the normal firearms you can purchase or find during the game. These range from the gold-plated to the fully camouflaged. Remember you can choose (and unlock) paint jobs for each DedSec weapon you own to fit your outfit. Aside from the colors, the statistics for these weapons are identical to those painted in less garish hues.
Suppressed Weapons
The Core Dump Pistol and Zero Day Rifle have similar statistics to their nonsuppressed firing counterparts but with one important addition: silencers! This means that takedowns are quieter, allowing you to mix up stealth and violent plans during infiltrations without alerting the entire gang of foes you’re facing. Only takedowns that are either very close or fully visible will alert the enemies, though even the most silent “futt” the weapon makes can make a foe check the area away from his normal patrol. However, these are extremely handy if you care about subtle infiltration.
Weapon Ammunition
Learn where your nearest pawnshops are. Fast-Travel there between operations, and spend some cash to reload all the weapons you’re carrying. There’s no specific ammunition to worry about, just a set fee to refill both your weapons to maximum.