Comprehensive Armor and Weapons List (DC Version)

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SagaDC
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Comprehensive Armor and Weapons List (DC Version)

Post by SagaDC » October 14th, 2015, 11:30 am

Alright, guess it's time for me to start compiling revised weapon data. Last time I used some pretty heavy XML-mining to help speed up data collection, but XML readers seem to have a hard time with the DC-version of the game. As such, I'll be adding weapon info as I find it, which means the list probably won't be complete for a while (at least a week).

I'll also include a section for each category that mentions which perks synergize with that weapon category, and comment on basic strategies and/or limitations for each category.

EDIT - It's very quickly becoming clear that one of the major changes is that weapons increase in damage very quickly from one tier to the next. It's also very quickly becoming clear that they forgot to adjust the unique weapons to take this new balancing into account. Almost all of the unique weapons are now terrible, due to their very low damage. ADDENDUM - The first major patch has rebalanced the unique weapons. Currently updating their numbers, so anything marked with an asterisk hasn't been updated yet.

EDIT x2 - Although most of the pre-existing unique weapons have not been updated to match the new weapon balance, there do appear to be a few entirely new unique weapons that are. Thus far I have found the Farsight sniper rifle and the Xenon Cannon energy weapon. Keep an eye out for more!

Armor - Light (Armor_Tier_X_Light)
Leather Jacket (Tier 1; +2 Armor; 5.0 lbs)
Bullet Proof Shirt (Tier 2; +3 Armor; 5.0 lbs; $300)
Tactical Vest (Tier 3; +4 Armor; 7.0 lbs; $500)
Kevlar Vest (Tier 4; +5 Armor; 9.0 lbs)
Kevlar Suit (Tier 5; +6 Armor; -0.4 Combat Speed; 11.0 lbs)
Spectrum Assault Vest (Tier 6; +7 Armor; 13.0 lbs)

Analysis: Armor is almost completely unchanged (though I'll have to double-check the buy/sell values later). At the moment, however, I believe that light armor has the edge over heavy armor. While heavy armor consistently offers a higher armor balue, it also almost always has a minimum strength requirement, and imposes a hefty movement penalty. With the use of perks like Hardened and quirks like Thick Skinned, a light-armor character can still easily match the armor rating of a heavily-armored character, but only for the first two-thirds of the game. The Tinkerer perk is easily the best reason to stick with light armor, because it grants +1 AP to a character who is wearing light armor.

Light armor is affected by the following perks: Tinkerer.

Armor - Heavy (Armor_Tier_X_Heavy)
Goat Hide Armor (Tier 1; +3 Armor; -0.4 Combat Speed; Min ST 5; 3.0 lbs)
Steel Plate Armor (Tier 2; +4 Armor; -0.8 Combat Speed; Min ST 6; 7.0 lbs)
Combat Armor (Tier 3; +5 Armor; -0.4 Combat Speed; Min ST 4; 9.0 lbs)
Mobile Infantry Armor (Tier 4; +7 Armor; -0.6 Combat Speed; Min ST 4; 11.0 lbs)
Power Armor (Tier 5; +9 Armor; -1.0 Combat Speed; 13.0 lbs)
Pseudo-Chitin Armor (Tier 6; +10 Armor; -0.6 Combat Speed; Min ST 7; 15.0 lbs)

Analysis: At most tiers, heavy armor only provides one extra point of armor in comparison to the light armor of the same tier. This only changes in the last two tiers, where it suddenly catapults forward to near-maximum armor value. In much of the game, heavy armor will only provide a slight edge over light armor, but with the added penalty of a Strength requirement and various Combat Speed penalties. Toward the latter half of the game, however, Heavy Armor will begin to provide significantly better defensive benefits - especially if it's stacked with Perks or Quirks that can improve it above 10 (Hardened, Reinforced Plating, Thick-Skinned). At that point, it will always provide at least some degree of damage mitigation against everything except energy weapons and certain types of explosives.

Heavy armor is affected by the following perks: Reinforced Plating and Shoulder the Load.

Weapons - Assault Rifles (AssaultRifle_Tier_X_X)
M1 (Tier 1-1; AP 4; 5.56mm; Cap 8; Crit 1.5x; Dmg 7-12; Jam 2%; Pen 2; Range 20m; 6.0 lbs; $70)
M14 (Tier 1-2; AP 5; 5.56mm; Cap 20; Crit 2.0x; Dmg 14-18; Jam 2%; Pen 2; Range 18m; 5.0 lbs; $160)
Rust Bucket (Tier 1-3; AP 4; 5.56mm; Cap 20; Crit 1.7x; Dmg 9-14; Jam 3%; Pen 2; Range 22m; 7.0 lbs; $135)
M4 Carbine (Tier 2-1; AP 5 / 7; 5.56mm; Cap 30; Crit 1.5x; Dmg 19-27 or 19-27 x2; Jam 3%; Pen 3; Range 20m; 8.0 lbs; $310)
FAMAS (Tier 2-2; AP 4 / 6; 5.56mm; Cap 25; Crit 1.7x; Dmg 17-30 or 17-30 x2; Jam 3%; Pen 3; Range 24m; 8.0 lbs; $370)
HK33 (Tier 3-1; AP 4 / 6; 5.56mm; Cap 20; Crit 1.6x; Dmg 25-35 or 25-35 x2; Jam 2%; Pen 4; Range 22m; 6.0 lbs; $530)
M16 (Tier 3-2; AP 5 / 7; 5.56mm; Cap 30; Crit 1.6x; Dmg 45-59 or 45-59 x2; Jam 2%; Pen 4; Range 20m; 7.0 lbs; $635)
AK-47 (Tier 4-1; AP 4 / 6; 7.62mm; Cap 30; Crit 2.4x; Dmg 40-57 or 40-57 x2; Jam 3%; Pen 5; Range 22m; 8.0 lbs; $770)
AUG (Tier 4-2; AP 5 / 7; 5.56mm; Cap 30; Crit 1.7x; Dmg 70-85 or 70-85 x2; Jam 3%; Pen 5; Range 19m; 9.0 lbs; $945)
G3 (Tier 5-1; AP 4 / 6; 7.62mm; Cap 30; Crit 1.7x; Dmg 64-77 or 64-77 x2; Jam 2%; Pen 6; Range 23m; 9.0 lbs; $1015)
AK-97 (Tier 5-2; AP 5 / 7; 7.62mm; Cap 30; Crit 1.5x; Dmg 100-125 or 100-125 x2; Jam 2%; Pen 6; Range 20m; 9.0 lbs; $1315)
FN-FAL (Tier 6-1; AP 4 / 6; Cap 30; Crit 1.5x; Dmg 90-107 or 90-107 x2; Jam 2%; Pen 7; Range 26m; 7.0 lbs; $1595)
G41 (Tier 6-2; AP 5 / 7; 7.62mm; Cap 30; Crit 1.6x; Dmg 150-180 or 150-180 x2; Jam 2%; Pen 7; Range 23m; 8.0 lbs; $1885)

Analysis: Assault Rifles have been "balanced" in the DC version, at least to some small extent. Their damage has been increased, but to compensate for this their range has been reduced a bit and their Burst Fire now always fires two shots (down from three). Assault rifles enjoy all four weapon mod slots: barrel, underbarrel, scope, and magazine. Assault rifles generally suffer severe accuracy penalties (-25-30%) at both close and maximum range, though certain perks can partially negate the close-range penalties.

Unique Assault Rifles: Bowling's M16 is a unique variant of the M16 that is identical in every way, except for it's lower cost and it's 95% Jam Chance. You can get it from Robert Bowling at the Ranger Citadel. The Sweetness is a variant of the M14 with a slightly lower damage, and a slightly cheaper Burst Fire cost, and it can be found on a headless corpse in Cerritos. The Lariat is a utility rifle that uses shotgun shells and causes negligible damage, but has a 100% chance of immobilizing the target. The Wegman Aether Corruptor is a mid-tier rifle with a very low ammo capacity, no burst fire, and a high chance of causing stackable bleeding debuffs. All three of these unique rifles are available from Captain Mercaptain, as various requisition rewards. The M41A is a brand-new unique assault rifle that exceeds the potential damage of all of the other assault rifles in the game, and only fires in 5-round bursts - but it can only be found during the final mission, greatly limiting it's usefulness.

Bowling's M16 (Unique; AP 5 / 7; 5.56mm; Cap 30; Crit 1.6x; Dmg 45-59 or 45-59 x2; Jam 95%; Pen 4; Range 20m; 7.0 lbs; $240)
M41A (Unique; AP 6; 7.62mm; Cap 20; Crit 1.5x; Dmg 80-96 x5; Jam 2%; Pen 6; Range 20m; 11.0 lbs; $2175)
Sweetness (Unique; AP 4 / 6; 5.56mm; Cap 30; Crit 1.8x; Dmg 44-60; Jam 3%; Pen 5; Range 20m; 8.0 lbs; $350)
The Lariat (Unique; AP 6; 12 Ga; Cap 1; Crit 2.4x; Dmg 1; Jam 3%; Pen 1; Range 18m; 8.0 lbs; $600; 100% to apply "All Tied Up" debuff)
Wegman Aether Corrupter (Unique; AP 6; Cap 6; Crit 2.2x; Dmg 20-35; Jam 2%; Pen 4; Range 20m; 8.0 lbs; $385; 80% to apply "Opened Up" debuff)

Assault rifles benefit from the following perks: Big Game Hunter, Bloodthirsty, Gunner, Hollow Point, Melee Shooting, Roboticist, Tactical Positioning, and Tormenter.

Weapons - Bladed (Bladed_Tier_X_X)
Knife (Tier 1-1; AP 3; Crit 1.8x to 2.7x; Dmg 6-9; Pen 2; 2.0 lbs; $80)
Sickle (Tier 1-2; AP 4; Crit 1.8x to 2.7x; Dmg 11-14; Pen 2; 4.0 lbs; $150)
Makeshift Machete (Tier 1-3; AP 3; Crit 1.8x to 2.7x; Dmg 7-10; Pen 2; 5.0 lbs; $140)
Makeshift Cleaver (Tier 2-1; AP 3; Crit 1.6x to 2.5x; Dmg 13-16; Pen 3; 6.0 lbs; $315)
Pickaxe (Tier 2-2; AP 4; Crit 2.1x to 3.0x; Dmg 22-27; Pen 3; 4.0 lbs; $370)
Combat Knife (Tier 3-1; AP 3; Crit 1.9x to 2.8x; Dmg 20-28; Pen 4; 4.0 lbs; $520)
Hatchet (Tier 3-2; AP 4; Crit 1.8x to 2.7x; Dmg 38-46; Pen 4; 7.0 lbs; $650)
Fire Axe (Tier 4-1; AP 3; Crit 2.1x to 3.0x; Dmg 35-41; Pen 5; 7.0 lbs; $790)
Machete (Tier 4-2; AP 4; Crit 1.5x to 2.4x; Dmg 58-72; Pen 5; 4.0 lbs; $910)
Combat Machete (Tier 5-1; AP 3; Crit 1.6x to 2.5x; Dmg 51-66; Pen 6; 6.0 lbs; $1050)
Sawsword (Tier 5-2; AP 4; Crit 1.7x to 2.6x; Dmg 86-101; Pen 6; 10.0 lbs; $1230)
Makeshift Sword (Tier 6-1; AP 3; Crit 2.1x to 3.0x; Dmg 70-85; Pen 7; 9.0 lbs; $1450)
Proton Axe (Tier 6-2; AP 4; Crit 2.6x to 3.5x; Dmg 119-140; Pen 7; 17.0 lbs; $1740; Requires 6+ Strength)

Analysis: I've only dabbled in blades thus far, but at a glance it appears that they've increased the damage and critical multiplier values, so that means higher overall damage potential. They're still the fastest of the melee weapon categories since, unlike brawling weapons, they can benefit from weight and grip mods. Blades enjoy a couple of perks that provide passive bonuses as long as you're wielding a blade (+1 Armor, +1 Armor Pen). Some (but not many) bladed weapons can attack diagonally.

Unique Bladed Weapons: The Flux Reaver is a unique Tier 5 weapon, and may cause small amounts of damage to the wielder. It can be found in Angel Oracle. The Pocket Knife is a weak knife found in the toaster at Titan Valley, and is traded for "This is a Knife" much later in the game. The Shu-Model Knife, Face Ripper, and The are weak blades with a chance to inflict debuffs, and are both available from Captain Mercaptain at Ranger Citadel.

Flux Reaver (Unique; AP 4; Crit 2.1x to 3.0x; Dmg 89-104; Pen 6; 15.0 lbs; $1275)
Pocket Knife (Unique; AP 3; Crit 2.1x to 3.0x; Dmg 1-2; Pen 1; 1.0 lbs; $160)
Shu-Model Knife (Unique; AP 3; Crit 1.8x to 2.7x; Dmg 7-11; Pen 2; 4.0 lbs; $130; 70% to apply Opened Up debuff)
The Face Ripper (Unique; AP 3; Crit 2.6x to 3.5x; Dmg 22-30; Pen 4; 6.0 lbs; $600; 30% to apply "Face/Off" debuff)
The Notch (Unique; AP 4; Crit 2.1x to 3.0x; Dmg 24-30; Pen 3; 4.0 lbs; $380; 60% to apply "Blocked" debuff)
This is a Knife (Unique; AP 3; Crit 2.1 to 3.0x; Dmg 80-92; Pen 6; 13.0 lbs; $1250)
Unrequited Love (Unique; AP 3; Crit 1.7x to 2.2?x; Dmg 18-23; Pen 3; 6.0 lbs; $330)

Bladed weapons benefit from the following perks: Adrenaline Rush, Applied Force, Big Game Hunter, Bloodthirsty, Glancing Strike, Opportune Strike, Roboticist, Samurai, Self Defense, Staggering Force, Strategic Strike, Stunning Force, and Tactical Positioning.

Weapons - Blunt Weapons (Blunt_Tier_X_X)
Barb Wire Bat (Tier 1-1; AP 4; Crit 2.3x to 3.2x; Dmg 8-15; Pen 6.0 lbs; $70)
Nail Board (Tier 1-2; AP 5; Crit 3.1x to 4.0x; Dmg 13-24; Pen 3; 8.0 lbs; $155)
Hobo Basher (Tier 1-3; AP 4; Crit 2.9x to 3.8x; Dmg 10-17; Pen 3; 5.0 lbs; $135)
Pipe (Tier 2-1; AP 4; Crit 3.1x to 4.0x; Dmg 17-27; Pen 4; 5.0 lbs; $325)
Wooden Staff (Tier 2-2; AP 5; Crit 2.1x to 3.0x; Dmg 29-41; Pen 4; 7.0 lbs; $380)
Crowbar (Tier 3-1; AP 4; Crit 2.7x to 3.6x; Dmg 31-45; Pen 5; 6.0 lbs; $535)
Nightstick (Tier 3-2; AP 5; Crit 2.6x to 3.5x; Dmg 51-69; Pen 5; 3.0 lbs; $640)
Wrench (4-1; AP 4; Crit 2.1x to 3.0x; Dmg 50-68; Pen 6; 12.0 lbs; $775)
Rebar Staff (4-2; AP 5; Crit 3.1x to 4.0x; Dmg 79-108; Pen 6; 13.0 lbs; $945)
Spiked Bat (5-1; AP 4; Crit 2.1x to 3.0x; Dmg 74-98; Pen 9; 9.0 lbs; $1050)
Makeshift Mace (5-2; AP 5; Crit 2.1x to 3.0x; Dmg 123-150; Pen 9; 14.0 lbs; $1310)
Sledgehammer (6-1; AP 4; Crit 2.3x to 3.2x; Dmg 105-130; Pen 9; 12.0 lbs; $1525)
Plasma Hammer (6-2; AP 5; Crit 2.3x to 3.2x; Dmg 165-195; Pen 9; 17.0 lbs; $1800)

Analysis: Like most other categories, blunt weapons have had a massive boost in damage potential with damage and crit-chance boosts across the board. Blunt weapons are likely to be the most damaging of all melee weapons (especially if they nerfed brawling), but they're also generally going to be heavy and a little slower than blades or brawling weapons. They can use grip and weight weapon mods. Most (but not all) blunt weapons can attack diagonally.

Unique Blunt Weapons: Ace's Wrench is found in Angela Deth's inventory, and she won't give it away. The (fake) Blood Staff can be found in a toaster in the (intact) Ag Center, but only after you weaken the plants by completing the serum quest. It's a very weak weapon that can be traded in at the Ranger Museum for the real Blood Staff, which is a much better weapon. The Order can be found in Damonta, and is a weak sledgehammer that inflicts a fixed amount of damage.

Ace's Wrench (Unique; AP 4; Crit 2.9x to 3.8x; Dmg 11-18; Pen 3; 6.0 lbs; $130; Owned by Angela Deth)
Spiked Bat of Shame (Unique; AP 4; Crit ?.?x; Dmg 78-108; Pen 3; 9.0 lbs; $???; 10% to apply "Shamed")
The (fake) Blood Staff (Unique; AP 4; Crit 3.1 to 4.0x; Dmg 9-16; Pen 3; 7.0 lbs; $130; 10% chance to inflict "Concussion" debuff on target)
The (true) Blood Staff (Unique; AP 5; Crit 2.1x to 3.0x; Dmg 32-44; Pen 5; 7.0 lbs; $122)
The Order (Unique; AP 4; Crit 2.6x to 3.5x; Dmg 35-48; Pen 5; 11.0 lbs; $510; 10% to apply Concussion; Requires 6 Strength)
Truth (Unique; AP 4; Crit 3.6x to 4.5x; Dmg 75-102; Pen 9; 11.0 lbs; $1100; 25% to apply Concussion; Requires 5 Coordination; Requires 7 Strength; +1 Kiss Ass)

Blunt weapons benefit from the following perks: Applied Force, Big Game Hunter, Bloodthirsty, Charge!, Glancing Strike, Opportune Strike, Roboticist, Shoulder the Load, Slayer, Staggering Force, Strategic Strike, Stunning Force, and Tactical Positioning.

Weapons - Brawling (Brawling_Tier_X_X)
Fists (Special; AP 3; Crit 2.1 to 3.0x; Dmg 1-3; Pen 0)
Sap Gloves (Tier 1-1; AP 2; Crit 1.5x to 2.4x; Dmg 3-5; Pen 0; 3.0 lbs; $130)
Brass Knuckles (Tier 2-1; AP 3; Crit 1.6x to 2.5x; Dmg 10-12; Pen 1; 5.0 lbs; $320)
Rebar Knuckles (Tier 3-1; AP 3; Crit 3.1x to 4.0x; Dmg 17-22; Pen 3; 2.0 lbs; $520)
Metal Nails (Tier 4-1; AP 3; Crit 3.1x to 4.0x; Dmg 28-32; Pen 4; 3.0 lbs; $655)
Boom Fist (Tier 5-1; AP 3; Crit 3.1x to 4.0x; Dmg 39-48; Pen 5; 5.0 lbs; $925)
Dragon's Claws (Tier 6-1; AP 3; Crit 2.6x to 3.5x; Dmg 55-65; Pen 7; 6.0 lbs; $1595)

Analysis: Brawling has definitely been toned down, especially given some of the insane new damage numbers that other categories achieve at higher tiers. Brawling weapons are slightly faster than blunt weapons, but almost always slower than bladed weapons, and I'm uncertain on whether or not they still benefit from the wielder's level (it used to be applied as a flat damage bonus). Brawling weapons cannot use weapon mods.

Unique Brawling Weapons: Lexcanium's Bionic Arm is a unique brawling weapon that can only be found on Lexcanium, and it takes the place of his default fist attacks. The bionic arm is between the Brass Knuckles and Rebar Knuckles in terms of effectiveness, and it grants a +2 bonus to the Brawling skill. The Toxx Claws are a sub-par unique brawling weapon found in a random encounter in California, which has a chance to cause a bleeding debuff.

Lexcanium's Bionic Arm (Unique; AP 3; Crit 2.1x to 3.0x; Dmg 18-24; Pen 3; 0 lbs; $NA; +2 Brawling; Owned by Lexcanium)
Toxx Claws (Unique; AP 3; Crit 2.6x to 3.5x; Dmg 53-62; Pen 7; 4.0 lbs; $1700; 60% to apply "Opened Up" debuff)
Upchucker (Unique; AP 3; Crit 4.1x to 5.0x; Dmg 27-30; Pen 4; 4.0 lbs; $700; 60% to apply "Vomiting" debuff)

Brawling weapons benefit from the following perks: Applied Force, Big Game Hunter, Bloodthirsty, Free-for-All, Glancing Strike, Opportune Strike, Roboticist, Rush N' Attack, Staggering Force, Strategic Strike, Stunning Force, and Tactical Positioning.

Weapons - Energy Weapons (Energy_Tier_X_X)
Phase Blaster (Tier 1-1; AP 4; Energy Cells; Cap 6; Con 2.5x; NCon 0.4x; Dmg 6-8; Range 12m; 3.0 lbs; $70)
Herbicide (Tier 1-2; AP 5 / 6; Energy Cells; Cap 8; Con 2.5x; NCon 0.4x; Dmg 9-16 or 9-16 x2; Range 14m; 6.0 lbs; $157)
Laser Carbine (Tier 2-1; AP 6; Energy Cells; Cap 20; Con 2.4x; NCon 0.6x; Dmg 8-12 x3; Range 17m; 5.0 lbs; $375)
Laser Pistol (Tier 2-2; AP 3; Energy Cells; Cap 10; Con 2.3x; NCon 0.5x; Dmg 9-15; Range 11m; 3.0 lbs; $325)
Pulse Rifle (Tier 3-1; AP 4 / 6; Energy Cells; Cap 10; Con 2.2x; NCon 0.6x; Dmg 18-23 or 18-23 x3; Range 12m; 7.0 lbs; $540)
Meson Cannon (Tier 3-2; AP 6; Energy Cells; Cap 5; Con 2.2x; NCon 0.6x; Dmg 30-38; Range 20m; 9.0 lbs; $670)
Ion Blaster (Tier 4-1; AP 4; Energy Cells; Cap 10; Con 2.3x; NCon 0.6x; Dmg 40-45; Range 20m; 11.0 lbs; $1000)
Plasma Beamer (Tier 4-2; AP 4; Energy Cells; Cap 10; Con 2.3x; NCon 0.6x; Dmg 25-30 x3; Range 12m; 7.0 lbs; $770)
Neutron Projector (Tier 5-1; AP 5; Energy Cells; Cap 10; Con 2.4x; NCon 0.6x; Dmg 40-52; Range 30m; 13.0 lbs; $1280)
Photon Cannon (Tier 5-2; AP 6; Energy Cells; Cap 10; Con 2.3x; NCon 0.6x; Dmg 34-42; Range 20m; 5.0 lbs; $1080)
Death Ray (Tier 6-1; AP 6; Energy Cells; Cap 10; Con 2.5x; NCon 0.7x; Dmg 50-70; Range 30m; 13.0 lbs; $1850)
Ion Beamer (Tier 6-2; AP 4; Energy Cells; Cap 10; Con 2.4x; NCon 0.6x; Dmg 30-35 x2; Range 20m; 8.0 lbs; $1520)

Analysis: The energy weapon mechanic has been changed a bit since the pre-DC version. Rather than doing bonus damage based on the target's Armor, they now gain a positive damage multiplier against "conductive" targets (their armor rating appears in blue), and a negative damage multiplier against "non-conductive" targets. They still can't jam or get critical hits. All energy weapons can use two weapon mod slots: underbarrel and scope. Energy weapons completely ignore armor for purposes of damage, (aside from conductivity multipliers) and have no accuracy modifiers at any range.

Unique Energy Weapons: Final Assessment is a unique Laser Pistol that can be found in The Prison, and it is essentially a stronger variant of the Laser Pistol. The Gamma Ray Blaster is still the best energy weapon in the game, at least in terms of raw damage, though the new energy mechanics mean it's only really ideal against conductive targets (up to 429 damage!). It can be acquired from Captain Mercaptain as a requisition item. The WOPR Blaster is a very sub-par energy weapon that can be found as an Easter Egg in Silo 7. The Xenon Cannon is new to the DC version of the game that can be acquired in Damonta (from Tinker), and it appears to be a variant of the Meson Cannon with higher damage and a special "Laser Burn" debuff.

Final Assessment (Unique; AP 3; Energy Cells; Cap 12; Con 2.3x; NCon 0.5x; Dmg 11-17; Range 10m; 6.0 lbs; $335)
Gamma Ray Blaster (Unique; AP 5 / 6; Energy Cells; Cap 20; Con 2.3x; NCon 0.5x; Dmg 40-65 or 40-65 x3; Range 20m; 9.0 lbs; $130)
WOPR Blaster (Unique; AP 4; Energy Cells; Cap 10; Con 2.3x; NCon 0.4x; Dmg 41-52; Range 20m; 5.0 lbs; $980)
Xenon Cannon (Unique; AP 6; Energy Cells; Cap 5; Con 2.2x; NCon 0.4x; Dmg 32-42; Range 20m; 12.0 lbs; $780; 100% to apply Laser Burn)

Energy weapons benefit from the following perks: Atomize, Big Game Hunter, Bloodthirsty, Overcharge, Overload, Roboticist, Solar Powered, Tactical Positioning, and Tormenter.

Weapons - Grenades
TNT (Throwable_Grenade_TNT; Tier 1; AP 6; Dmg 25; Pen 10; Range 18m; Radius 3m; 1.0 lbs; $50)
Pipe Bomb (Throwable_Grenade_Small; Tier 2; AP 6; Dmg 50; Pen 10; Range 18m; Radius 3m; 2.0 lbs; $150)
Grenade (Throwable_Grenade; Tier 3; AP 6; Dmg 100; Pen 10; Range 18m; Radius 4m; 1.0 lbs; $300)
Dirty Grenade (Throwable_Grenade_Dirty; Special; AP 6; Dmg 15-20; Pen 10; Range 18m; Radius 6m; 1.0 lbs; $75; Leaves a lingering cloud of radioactive gas)

Analysis: Grenades are entirely unchanged. They still hit automatically, and inflict a fixed amount of damage that completely ignores armor. The only significant difference is that you can now take a small number of perks that actually enhance grenades, increasing their range and radius. Don't forget that explosives can be used to destroy cover objects and certain types of doors and containers.

Grenades benefit from the following perks: Big Game Hunter, Bloodthirsty, Bomberman, Long Arm, Roboticist, and Tormenter(?).

Weapons - Handguns (Handgun_Tier_X_X)
VP91Z (Tier 1-1; AP 3; .38 Cal; Cap 8; Crit 1.5x; Dmg 5-8; Jam 4%; Pen 1; Range 12m; 2.0 lbs; $70)
Ol' Navy Revolver (Tier 1-2; AP 4; .38 Cal; Cap 6; Crit 2.0x; Dmg 10-14; Jam 3%; Pen 1; Range 10m; 2.0 lbs; $158)
.38 Semi-Automatic (Tier 1-3; AP 3; .38 Cal; Cap 6; Crit 2.0x; Dmg 7-9; Jam 3%; Pen 1; Range 13m; 2.0 lbs; $135)
Marakov (Tier 2-1; AP 3; .38 Cal; Cap 8; Crit 1.8x; Dmg 10-15; Jam 3%; Pen 2; Range 12m; 3.0 lbs; $325)
Midnight Special (Tier 2-2; AP 3; .38 Cal; Cap 6; Crit 1.7x; Dmg 14-20; Jam 2%; Pen 2; Range 11m; 3.0 lbs; $370)
.38 Revolver (Tier 3-1; AP 3; .38 Cal; Cap 6; Crit 1.6x; Dmg 19-24; Jam 3%; Pen 3; Range 10m; 2.0 lbs; $545)
FFS Benetto (Tier 3-2; AP 4; 9mm; Cap 12; Crit 1.5x; Dmg 36-42; Jam 4%; Pen 3; Range 14m; 2.0 lbs; $650)
Click 17 (Tier 4-1; AP 3; 9mm; Cap 12; Crit 1.5x; Dmg 33-38; Jam 2%; Pen 4; Range 12m; 4.0 lbs; $740)
.45 Peace Keeper (Tier 4-2; AP 4; .45 Cal; Cap 6; Crit 2.0x; Dmg 57-65; Jam 2%; Pen 4; Range 9m; 3.0 lbs; $980)
.45 Widow Maker (Tier 5-1; AP 3; .45 Cal; Cap 6; Crit 1.5x; Dmg 44-53; Jam 0%; Pen 5; Range 11m; 4.0 lbs; $1090)
Click 19 (Tier 5-2; AP 4; 9mm; Cap 15; Crit 1.5x; Dmg 76-86; Jam 2%; Pen 5; Range 13m; 3.0 lbs; $1330)
Wasteland Hawk (Tier 6-1; AP 3; .45 Cal; Cap 7; Crit 1.5x; Dmg 66-76; Jam 2%; Pen 6; Range 14m; 4.0 lbs; $1500)
M1911 (Tier 6-2; AP 4; .45 Cal; Cap 7; Crit 1.5x; Dmg 100-135; Jam 0%; Pen 7; Range 15m; 3.0 lbs; $1810)

Analysis: Handguns have been made a bit more uniform, especially at the higher tiers, and as with all the other weapon categories the damage spikes upward very quickly from tier to tier. There are no longer any handguns that cost 6 AP to fire. Most handguns have either two or three weapon mod slots - semi-automatics have a barrel, underbarrel, and magazine slot while revolvers instead have an underbarrel and scope slot. Although it varies from gun to gun, most handguns enjoy a small accuracy bonus (+5-8%) at point-blank range, and suffer a large accuracy penalty (-25-30%) at maximum range.

Handguns benefit from the following perks: Bandit, Big Game Hunter, Bloodthirsty, Desperado, Gunslinger, Roboticist, Tactical Positioning, Tormenter, and Zeroed.

Unique Handguns: Rose's thorn can be found in Rose's inventory at Ag Center. It is a single-shot handgun that acts like a shotgun, but uses the handgun skill. It is owned by Rose, and thus cannot be given to any other character.

Bowling's FFS (Unique; AP 4; 9mm; Cap 12; Crit 1.5x; Dmg 36-42; Jam 95%; Pen 3; Range 14m; 2.0 lbs; $650)
Gold Engraved Derringer (Unique; AP 3; .38 Cal; Cap 2; Crit 2.0x; Dmg 8-9; Jam 3%; Pen 2; Range 16m; 1.0 lbs; $125)
Kymri's Warrior (Unique; AP 3; .45 Cal; Cap 7; Crit 2.0x; Dmg 84-98; Jam 2%; Pen 7; Range 12m; 4.0 lbs; $1740; Unimplemented)
Rose's Thorn (Unique; AP 3; 12 Ga; Cap 1; Crit 2.0x; Dmg 5-13; Jam 3%; Pen 1; Range 9m; 60d Cone; 2.0 lbs; $146; Owned by Rose)
The Blix (Unique; AP 3; .38 Cal; Cap 6; Crit 1.6x; Dmg 12-17; Jam 4%; Pen 1; Range 10m; 3.0 lbs; $145; 15% to apply "Bleeding Wound"; +1 Smart Ass, +1 Leadership, -2 Luck)
The Clipper (Unique; AP 3 / 7; 9mm; Cap 12; Crit 1.5x; Dmg 38-42 or 38-42 x3; Pen 4; Range 10m; 5.0 lbs; $910)
The Obliterator (Unique; AP 3; 9mm; Cap 30; Crit 1.5x; Dmg 500; Jam 0%; Pen 20; Range 90m; 3.0 lbs; $1; Unimplemented)

Weapons - Machine Guns (Machinegun_Tier_X_X)
M2 (Tier 1-1; AP 6; 5.56mm; Cap 30; Crit 1.5x; Dmg 7-9 x7; Jam 2%; Pen 2; Range 20m; 16.0 lbs; $70; -0.3 Combat Speed)
Bren (Tier 2-1; AP 6; 5.56mm; Cap 36; Crit 1.8x; Dmg 11-15 x7; Jam 2%; Pen 3; Range 20m; 17.0 lbs; $325; -0.4 Combat Speed)
Bar (Tier 3-1; AP 6; 5.56mm; Cap 24; Crit 1.5x; Dmg 17-23 x7; Jam 2%; Pen 4; Range 22m; 18.0 lbs; $575; -0.5 Combat Speed)
M60 (Tier 4-1; AP 6; 7.62mm; Cap 100; Crit 1.6x; Dmg 26-30 x7; Jam 2%; Pen 5; Range 23m; 19.0 lbs; $810; -0.6 Combat Speed)
Death Sifter (Tier 5-1; AP 6; 7.62mm; Cap 100; Crit 1.5x; Dmg 35-39 x7; Jam 2%; Pen 6; Range 24m; 22.0 lbs; $1190; -0.7 Combat Speed)
Minigun (Tier 6-1; AP 6; 7.62mm; Cap 200; Crit 1.6x; Dmg 44-52 x7; Jam 0%; Pen 7; Range 24m; 30.0 lbs; $1700; -0.8 Combat Speed)

Analysis: Machine Guns are more viable now, but that's not saying much given how bad they were before. They do more damage now, but less than most other weapons on a per-shot basis. While their 7-round bursts do mean that they'll often have a higher POTENTIAL damage than other same-tier weapons, they'll also chew through your ammo a lot faster. In addition, machine guns are very heavy, and they now also saddle you with a movement penalty when equipped. Jamming is still a very serious problem for machine guns, and they still have no weapon mod slots. Machine guns suffer severe accuracy penalties (-20-40%) at both close and maximum range.

Unique Machineguns: Big Betty can be found in Damonta, where you can trade for it. It's a variant of the BAR with lower damage and a smaller burst-size, but better range and no chance to jam. Bowling's BAR is also a unique variant of the BAR that has a 95% Jam Chance, and can be purchased from Robert Bowling at the Ranger Citadel. The Mailinator can be found in California, and has very high damage considering it uses 5.56mm ammunition. The 3 is found shortly before the end of the game, and is largely a gimmick weapon (most of it's stats are related to the number 3), though the x15 critical multiplier can theoretically make it an absurd weapon in the hands of a character with a high crit chance.

Big Betty (Unique; AP 6; 7.62mm; Cap 100; Crit 1.6x; Dmg 29-34 x6; Jam 0%; Pen 5; Range 24m; 18.0 lbs; $875; -0.5 Combat Speed; 3% to apply "Concussion")
Bowling's BAR (Unique; AP 6; 5.56mm; Cap 24; Crit 1.5x; Dmg 17-23 x7; Jam 95%; Pen 4; Range 22m; 18.0 lbs; $575; -0.5 Combat Speed)
The Mailinator (Unique; AP 6; 5.56mm; Cap 50; Crit 1.2x; Dmg 36-42 x10; Jam 2%; Pen 6; Range 24m; 18.0 lbs; $???; -0.6 Combat Speed; 3% to apply "Bleeding")
The 3 (Unique; AP 6; 7.62mm; Cap 204; Crit 15.0x; Dmg 18-24 x9; Jam 2%; Pen 7; Range 18m; 36.0 lbs; $???; -0.7 Combat Speed)

Machine guns benefit from the following perks: Battering Fire, Big Game Hunter, Bloodthirsty, Bullet-Ridden, Devastating Fire, Overwhelming Fire, Roboticist, Tactical Positioning, Tormenter.

Weapons - Rocket Launchers (Antitank_Tier_X_X)
Mangler (Tier 1-1; AP 7; Dmg 100; Pen 5; Range 25m; Radius 4m; 15.0 lbs; $155)
Sabot Rocket (Tier 2-1; AP 7; Dmg 150; Pen 7; Range 25m; Radius 5m; 15.0 lbs; $300)
LAW Rocket (Tier 3-1; AP 7; Dmg 200; Pen 10; Range 25m; Radius 5m; 15.0 lbs; $300)
RPG-7

Analysis: Like grenades, rocket launchers are entirely unchanged from the pre-DC version. They still hit automatically, and inflict a large fixed amount of damage. The only significant change is that they can now benefit from a small number of perks. Don't forget that explosives can be used to destroy cover objects and certain types of doors and containers.

Unique Rocket Launchers:

Rauhman Candle*

Rocket launchers can benefit from the following perks: Big Game Hunter, Bloodthirsty, Bomberman, Long Arm, Roboticist, and Tormenter(?).

Weapons - Shotguns (Shotgun_Tier_X_X)
Pump Shotgun (Tier 1-1; AP 5; 12 Ga; Cap 7; Crit 1.5x; Dmg 9-14; Jam 2%; Pen 1; Range 12m; 30d Cone; 5.0 lbs; $65)
Sawed Off Shotgun (Tier 1-2; AP 5 / 7; 12 Ga; Cap 2; Crit 1.5x; Dmg 13-19; Jam 2%; Pen 1; Range 9m; 40d Cone; 4.0 lbs; $160)
Coach Gun (Tier 2-1; AP 5; 12 Ga; Cap 2; Crit 2.0x; Dmg 20-24; Jam 2%; Pen 2; Range 12m; 20d Cone; 5.0 lbs; $325)
Lever Action Shotgun (Tier 2-2; AP 6; Cap 5; Crit 2.0x; Dmg 33-40; Jam 2%; Pen 2; Range 10m; 30d Cone; 6.0 lbs; $390)
M-37 Pump Action (Tier 3-1; AP 6; Cap 6; Crit 1.6x; Dmg 41-48; Jam 2%; Pen 3; Range 12m; 30d Cone; 7.0 lbs; $635)
SOSG (Tier 3-2; AP 5; Cap 6; Crit 2.0x; Dmg 47-58; Jam 2%; Pen 3; Range 9m; 35d Cone; 7.0 lbs; $635)
Over Under (Tier 4-1; AP 4 / 6; Cap 2; Crit 2.0x; Dmg 61-65 or 61-65 x2; Jam 2%; Pen 4; Range 10m; 30d Cone; 7.0 lbs; $770)
Street Cleaner (Tier 4-2; AP 6; Cap 20; Crit 2.0x; Dmg 81-90; Jam 2%; Range 13m; Pen 4; 40d Cone; 10.0 lbs; $905)
The Holdup (Tier 5-1; AP 5; Cap 5; Crit 2.0x; Dmg 77-84; Jam 2%; Pen 5; Range 9m; 30d Cone; 5.0 lbs; $1120)
Tactical Shotgun (Tier 5-2; AP 6; Cap 7; Crit 1.5x; Dmg 110-125; Jam 2%; Pen 5; Range 12m; 25d Cone; 8.0 lbs; $1365)
Spaz 12 (Tier 6-1; AP 5 / 7; Cap 9; Crit 2.0x; Dmg 105-129 or 105-129 x2; Jam 2%; Pen 6; Range 11m; 30d; 7.0 lbs; $1520)
Jackhammer (Tier 6-2; AP 6 / 8; Cap 10; Crit 2.0x; Dmg 168-182 or 168-182 x3; Jam 2%; Pen 6; Range 13m; 45d Cone; 9.0 lbs; $1630)

Analysis: Shotguns are definitely niche weapons, only really suitable for a frontliner or as a secondary weapon for a rifleman (ie, a character who uses a weapon that becomes neutralized at close range). Still, some of those later damage numbers are pretty impressive. The Jackhammer could theoretically dole out up to 546 damage to multiple targets in a single burst toward the end-game. The perk choices for shotguns are underwhelming, though, focused on reducing the chance of friendly fire and destroying cover objects more efficiently. Shotguns still only get one weapon mod slot, the choke. Shotguns generally get a moderate accuracy bonus (+10%) at point-blank range.

Shotguns benefit from the following perks: Big Game Hunter, Bloodthirsty, Careful Hunter, Master Hunter, Obliterator, Precise Hunter, Roboticist, Tactical Positioning, and Tormenter.

Unique Shotguns: Mississippi Mule is a unique double-barreled shotgun that can be obtained from the door guard at the Ranger Citadel, but only BEFORE you are allowed in. It is essentially an improved Sawed Off Shotgun that can only fire in two-shot bursts. It has a huge area-of-effect cone (70-degrees), but cannot be fitted with a choke mod. The Roach is equivalent to a weaker Tier 2 shotgun, with a very short range and no chance to jam, but it imposes a -10% penalty to evasion while equipped. It can be obtained as a requisition from Captain Mercaptain at Ranger Citadel. The Infernator is a variant of the Jackhammer that can be obtained from Duke Schwag in Hollywood. It is nearly identical to the Jackhammer, but with a 100% chance to apply an "On Fire" debuff that causes damage over time.

Bowling's M-37 (Unique; AP 6; Cap 6; Crit 1.6x; Dmg 41-48; Jam 95%; Pen 3; Range 12m; 30d Cone; 7.0 lbs; $635)
Crowd Control Shotgun (Unique; AP 3; Cap 2; Crit 1.3x; Dmg 28-42 x2; Jam 2%; Pen 7; Rang 10m; 50d Cone; 5.0 lbs; $75)
Hoblet's Problem Solver (Unique; AP 5 / 7; Cap 2; Crit 2.0x; Dmg 75-88 or 75-88 x2; Jam 2%; Pen 4; Range 13m; 30d Cone; 7.0 lbs; $805; 10% to apply "Bleeding Wound"; +1 Hard Ass)
Infernator (Unique; AP 6 / 8; Cap 10; Crit 2.0x; Dmg 168-182 or 168-182 x3; Jam 2%; Pen 6; Range 13m; 45d Cone; 10.0 lbs; 100% to apply "On Fire" debuff)
Mississippi Mule (Unique; AP 4; 12 Ga; Cap 2; Crit 1.2x; Dmg 10-14 x2; Jam 2%; Pen 2; Range 9m; 70d Cone; 3.0 lbs; $130)
The Roach (Unique; AP 5; 12 Ga; Cap 12; Crit 2.0x; Dmg 32-39; Jam 0%; Pen 2; Range 8m; 35d Cone; 5.0 lbs; $360; -10% Chance to Evade)

Weapons - Sniper Rifles (Sniper_Tier_X_X)
Hunting Rifle (Tier 1-1; AP 6; .30-06 Cal; Cap 5; Crit 1.5x; Dmg 13-18; Jam 2%; Pen 3; Range 28m; 8.0 lbs; $70)
R270 (Tier 1-2; AP 7; .30-06 Cal; Cap 7; Crit 2.0x; Dmg 20-26; Jam 3%; Pen 3; Range 23m; 9.0 lbs; $160)
M40 (Tier 1-3; AP 6; .30-06 Cal; Cap 7; Crit 1.7x; Dmg 16-20; Jam 2%; Pen 3; Range 32m; 8.0 lbs; $140)
G43-W (Tier 2-1; AP 6; .30-06 Cal; Cap 5; Crit 1.5x; Dmg 28-32; Jam 3%; Pen 4; Range 30m; 9.0 lbs; $325)
Karabiner (Tier 2-2; AP 6; .30-06 Cal; Cap 10; Crit 2.0x; Dmg 31-44; Jam 2%; Pen 4; Range 24m; 10.0 lbs; $340)
Bullpup Sniper Rifle (Tier 3-1; AP 6; .30-06 Cal; Cap 6; Crit 1.9x; Dmg 44-58; Jam 3%; Pen 5; Range 27m; 9.0 lbs; $400)
M24 (Tier 3-2; AP 7; .30-06 Cal; Cap 8; Crit 1.8x; Dmg 68-83; Jam 4%; Pen 5; Range 30m; 10.0 lbs; $675)
SR2000-Argent (Tier 4-1; 7.62mm; Cap 15; Crit 1.8x; Dmg 74-84; Jam 2%; Pen 6; Range 26m; 9.0 lbs; $825)
SV-V (Tier 4-2; AP 7; 7.62mm; Cap 10; Crit 2.3x; Dmg 110-125; Jam 2%; Pen 6; Range 28m; 10.0 lbs; $980)
Arctic Sniper (Tier 5-1; AP 6; 7.62mm; Cap 5; Crit 2.0x; Dmg 105-124; Jam 2%; Pen 9; Range 27m; 11.0 lbs; $1065)
SVD (Tier 5-2; AP 7; 7.62mm; Cap 10; Crit 1.7x; Dmg 155-185; Jam 2%; Pen 9; Range 25m; 12.0 lbs; $1410)
PSG1 (Tier 6-1; AP 6; 7.62mm; Cap 10; Crit 2.0x; Dmg 145-168; Jam 2%; Pen 9; Range 26m; 9.0 lbs; $1580)
.50 Anti-Materiel Rifle (Tier 6-2; AP 7; .50 Cal; Cap 20; Crit 1.7x; Dmg 215-250; Jam 0%; Pen 9; Range 30m; 25.0 lbs; $1885)

Analysis: Sniper rifles are still rather solid long-range weapons. Some numbers have been tweaked, most notably with a slight increase to damages across the board, and they made sure that the Assault Rifle never has a higher base range than the sniper rifle. All sniper rifles have four weapon mod slots: barrel, underbarrel, scope, and magazine. All sniper rifles suffer severe penalties at close range (-25-30%), but this penalty can be partially negated with some of the perks. The new Deadeye perk is a must for any dedicated sniper, as it reduces the cost of firing the sniper rifle by 1AP. It's also worth noting that Sniper Rifles top out at Armor Pen 9, which is a little odd - I guess no weapons have Pen 10 this time around.

Unique Sniper Rifles: Bowling's Bullpup is available at Ranger Citadel, and is identical to the normal Bullpup except with a 95% chance to Jam on every shot. Farsight can be found buried under a bridge in the Rail Nomad Camp, near one of the little camps full of rail thieves. It's a variant of the Karabiner with superior damage and range. The Charged Round Sniper Rifle can be obtained in Titan Valley by trading a special item to Commander Sandler. It's a unique Tier 3 sniper rifle with lower damage, but a 100% chance to apply the Burn debuff. The Sabra Marie can be found in Santa Fe Springs, and has an incredibly wide damage range.

Bowling's Bullpup (Tier 3-1; AP 6; .30-06 Cal; Cap 6; Crit 1.9x; Dmg 44-58; Jam 95%; Pen 5; Range 27m; 9.0 lbs; $400)
Charged Round Sniper Rifle (Unique; AP 6; .30-06 Cal; Cap 7; Crit 2.0x; Dmg 68-85; Jam 0%; Pen 6; Range 32m; 8.0 lbs; $120; 100% to apply Burn)
Farsight (Unique; AP 6; .30-06 Cal; Cap 10; Crit 2.0x; Dmg 34-50; Jam 2%; Pen 4; Range 30m; 10.0 lbs; $420)
Red Ryder BB Gun (Unique; AP 2; .177 BBs; Cap 200; Crit 5.0x; Dmg 1-3; Jam 3%; Pen 0; Range 18m; 3.0 lbs; $75; 100% to apply "Eye Put Out")
Sabra Marie (Unique; AP 5; 7.62mm; Cap 10; Crit 2.0x; Dmg 30-130; Jam 2%; Pen 6; Range 26m; 10.0 lbs; $650)
The Dragoon (Unique; AP 8; .50 Cal; Cap 1; Crit 2.0x; Dmg 280; Jam 2%; Pen 9; Range 46m; 22.0 lbs; $1850)

Sniper rifles benefit from the following perks: Big Game Hunter, Bloodthirsty, Confident Shooter, Deadeye, Focused Shooter, Roboticist, Tactical Positioning, Tormentor, Watchman, and Zen Shooter

Weapons - Submachine Guns (SMG_Tier_X_X)
Greaser (Tier 1-1; AP 5; .38 Cal; Cap 30; Crit 1.5x; Dmg 4-6 x4; Jam 2%; Pen 1; Range 12m; 5.0 lbs; $75)
Mark II Sven (Tier 1-2; AP 6; .38 Cal; Cap 32; Crit 1.7x; Dmg 7-8 x4; Jam 2%; Pen 1; Range 10m; 6.0 lbs; $160)
Mark 27 (Tier 1-3; AP 6; .38 Cal; Cap 32; Crit 1.7x; Dmg 6-7 x4; Jam 2%; Pen 1; Range 14m; 5.0 lbs; $150)
Skorpion (Tier 2-1; AP 5; .38 Cal; Cap 20; Crit 1.5x; Dmg 8-11 x4; Jam 2%; Pen 2; Range 14m; 6.0 lbs; $210)
PP-81 (Tier 2-2; AP 6; .38 Cal; Cap 35; Crit 1.7x; Dmg 13-16 x4; Jam 2%; Pen 2; Range 11m; 5.0 lbs; $380)
Uzi (Tier 3-1; AP 5 / 7; 9mm; Cap 30; Crit 1.5x; Dmg 15-18 x4 or 15-18 x7; Jam 2%; Pen 3; Range 10m; 6.0 lbs; $415)
Mac 17 (Tier 3-2; AP 6; .45 Cal; Cap 30; Crit 1.7x; Dmg 23-26 x4; Jam 3%; Pen 3; Range 13m; 5.0 lbs; $665)
TMP9 (Tier 4-1; AP 5 / 7; 9mm; Cap 20; Crit 1.5x; Dmg 23-27 x4 or 23-27 x7; Jam 2%; Pen 4; Range 14m; 7.0 lbs; $810)
Tommy Gun (Tier 4-2; AP 6 / 8; Cap 50; Crit 1.7x; Dmg 28-33 x5 or 28-33 x8; Jam 2%; Pen 4; Range 12m; 9.0 lbs; $945)
MP5k (Tier 5-1; AP 4 / 7; Cap 30; Crit 1.8x; Dmg 34-39 x4 or 34-39 x7; Jam 2%; Pen 5; Range 13m; 7.0 lbs; $1090)
MP5 (Tier 5-2; AP 6 / 8; Cap 30; Crit 1.7x; Dmg 50-60 x4 or 50-60 x7; Jam 2%; Pen 5; Range 11m; 8.0 lbs; $1350)
UMP (Tier 6-1; AP 5 / 7; Cap 30; Crit 1.5x; Dmg 47-54 x4 or 47-54 x7; Jam 2%; Pen 6; Range 13m; 6.0 lbs; $1565)
AR-Short .45 (Tier 6-2; AP 5 / 8; Cap 30; Crit 1.5x; Dmg 59-67 x4 or 59-67 x7; Jam 2%; Pen 6; Range 15m; 7.0 lbs; $1840)

Analysis: I'm conflicted on Submachine Guns, because they're technically better now than they used to be. Their damage has been boosted a little and their jam chance has been lowered, but more importantly their burst fire has been increased (4 shots instead of 3), which greatly increases their damage potential. At higher tiers they can dole out incredible damage, at least in theory. But that all comes at the cost of a severe drop in firing range, and the worst selection of weapon perks. They're essentially point-blank weapons now, and are best used when you're directly adjacent to an opponent. Submachine guns have three weapon mod slots: barrel, underbarrel, and magazine. They generally enjoy a moderate accuracy bonus (+10-15%) at very close range, but suffer severe accuracy penalties (25-30%) at maximum range.

Unique Submachine Guns: Bad Attitude is a weak SMG that grants a bonus to Hard Ass while equipped, but penalizes Charisma and Hard Ass. Psoz, Mark II, is a slightly stronger SMG with shorter range and smaller bursts than most other SMGs. Both are available as requisitions from Captain Mercaptain at Ranger Citadel.

Bad Attitude (Unique; AP 5; Cap 30; Crit 1.7x; Dmg 8-9 x4; Jam 2%; Pen 1; Range 12m; 6.0 lbs; $150; -1 Charisma, +1 Hard Ass, -1 Smart Ass)
Bowling's Uzi (Unique; AP 5 / 7; 9mm; Cap 30; Crit 1.5x; Dmg 15-18 x4 or 15-18 x7; Jam 95%; Pen 3; Range 10m; 6.0 lbs)
HLK (Unique; AP 4 / 6; 9mm; Cap 30; Crit 2.4x; Dmg 30-35 x3 or 30-35 x6; Jam 2%; Pen 4; Range 14m; 7.0 lbs)
Psoz, Mark II (Unique; AP 5; .38 Cal; Cap 20; Crit 1.5x; Dmg 16-19 x3; Jam 2%; Pen 2; Range 10m; 6.0 lbs; $335)
The Eviscerator (Unique; AP 6; .38 Cal; Cap 32; Crit 1.7x; Dmg 58-66 x6; Jam 2%; Pen 7; Range 14m; 4.0 lbs; $???)

Submachine guns benefit from the following perks: Big Game Hunter, Bloodthirsty, Fast Reload, Roboticist, Tactical Positioning, Tormentor, and Whack-a-Mole.


Weapon Mods - Barrel Mods
Flash Suppressor (Barrel Mod; +12 Chance to Hit; WS 8)
Long Barrel (Barrel Mod; +6 Max Range, +5 Optimal Range, +6 Chance to Hit; WS 4)
Short Barrel (Barrel Mod; +4 Chance to Hit, -4 Max Range, -2 Optimal Range; 2 lbs; $75)
Suppressor (Barrel Mod; +5% Critical Chance, -90 Noise Radius?; WS 6)

Analysis: Barrel Mods are pretty straightforward, generally modifying a gun's maximum range, optimal range, and chance to hit. The Suppressor is an odd mod, because it's apparently a holdover from when they were still planning to implement a stealth system. Barrel Mods can be used on Assault Rifles, Handguns (semi-auto only), Sniper Rifles, and Submachine Guns.

Weapon Mods - Choke Mods
Full Choke (Choke Mod; -10d Cone, +4 Max Range; WS 4)
Improved Choke Mod (Choke Mod; -5d Cone, +2 Max Range; WS 6)
Open Choke (Choke Mod; +10d Cone, -4 Max Range; WS 1; 1 lb; $60)

Analysis: Choke Mods are the only mod that can be fitted on Shotguns. Their primary purpose is to adjust a shotgun's range and the size of it's "cone burst" template. The full choke mod makes the cone narrower but adds range, the open choke does the opposite by reducing range but making the cone wider. The improved choke mod is squarely in-between the other two mods, providing a slightly increased range at the cost of a slightly narrower cone.

Weapon Mods - Grip Mods
Grip Tape (Grip Mod; -1 Attack AP; 1 WS; 1 lb; $90)
Leather Grip (Grip Mod; -1 Attack AP, +2 Chance to Hit; WS 5)

Analysis: Pretty straightforward. There are only two grip mods, and one is definitively better than the other. They can only be used on bladed and blunt weapons, and they serve the invaluable purpose of making all your attacks faster. If you have a melee fighter, then you want these mods installed.

Weapon Mods - Mag Mods
High Capacity Mag (Mag Mod; -2% Jam, +4 Capacity; WS 4; 1 lbs; $100)
Quick Mag (Mag Mod; -3% Jam, -1 Reload AP; WS 7)
Sturdy Mag (Mag Mod; -4% Jam; WS 1; 1 lbs; $80)

Analysis: Mag mods come in three flavors, but you'll mostly be using them to negate the jam chance on your firearms. If the jam chance is 4%, you'll want to use the sturdy mag mod, and if it's 2% or less then you'll want to use the high capacity mag mod. Mag mods can be used on assault rifles, handguns (semi-auto only), sniper rifles, and submachine guns.

Weapon Mods - Scope Mods
High Powered Scope (Scope Mod; +7 Max Range; WS 5)
Small Scope (Scope Mod; +3 Max Range; WS 3; 1 lb; $110)
Tactical Scope (Scope Mod; +8 Max Range, +6 Optimal Range; WS 7)

Analysis: If you want to shoot farther (and of course you do), then these are the mods you want. They're a bit harder to find than most of the other mods, and none of them have any down sides. Scope mods are very clearly tiered, and each one is progressively and definitively better than the last. Scope mods can be used on assault rifles, energy weapons, handguns (revolvers), and sniper rifles.

Weapon Mods - Underbarrel Mods
Laser Sight (Underbarrel Mod; +15 Chance to Hit; WS 7)
Underbarrel Flashlight (Underbarrel Mod; +4 Chance to Hit; WS 2; 3 lbs; $62)

Analysis: There are only two underbarrel mods, and one is definitively better than the other. They only serve one purpose, and that's to increase your weapon accuracy. Underbarrel mods can be used on assault rifles, energy weapons, handguns, submachine guns, and sniper rifles.

Weapon Mods - Weight Mods
Grand Slam Weights (Weight Mod; -10 Chance to Hit, +15 Crit Chance; 8 WS)
Heavy Weights (Weight Mod; +8 Crit Chance; WS 6)
Light Weights (Weight Mod; +6 Chance to Hit; WS 4)

Analysis: The only other type of mod for melee weapons, weight mods are a little harder to find and generally modify either your chance to hit or your chance to crit (and sometimes both). Only bladed weapons and blunt weapons can use weight mods.
Last edited by SagaDC on November 10th, 2015, 2:01 pm, edited 54 times in total.

Halfgeek
Acolyte
Posts: 74
Joined: October 11th, 2014, 5:00 pm

Re: Comprehensive Armor and Weapons List (DC Version)

Post by Halfgeek » October 14th, 2015, 5:26 pm

Looks like AR is even better.

Higher base damage, 2 round burst = same high damage while less ammo used.

Compared to MGs that fire 7 rounds for worse damage... ugh.

They mentioned ammo is more scarce in DC.

SagaDC
Global Moderator
Posts: 3504
Joined: May 2nd, 2012, 5:51 am

Re: Comprehensive Armor and Weapons List (DC Version)

Post by SagaDC » October 14th, 2015, 6:27 pm

Alright, the basic list is completed. I haven't finished listing all the explosives or armor, but that's a lower priority since those appear to be largely unchanged in the DC-version. Likewise, I haven't finished listing the unique weapons, but that's also because they're almost completely unchanged in the DC-version (which is almost certainly an oversight).

All of the basic weapons are there, though, from Tier 1 to Tier 6. And now that I've gotten a look at it all, I have some better perspective. I'll still say that Assault Rifles have the edge in many situations, but the numbers do make it look like the categories are a bit more balanced overall, especially compared to the non-DC version of the game.

Larsen
Acolyte
Posts: 62
Joined: September 22nd, 2014, 1:04 pm

Re: Comprehensive Armor and Weapons List (DC Version)

Post by Larsen » October 14th, 2015, 6:57 pm

For brawling weapons, bear in mind that you get 100% crit chance just from the skill's basic bonuses. They also gain 0.1x crit damage multiplier for each point in strength, so you end up with like x4 or so. I would assume that the level-based damage bonus is still there. As such, the actual damage is way higher than it would seem from merely looking at the weapon's x-y damage.
It's also very quickly becoming clear that they forgot to adjust the unique weapons to take this new balancing into account. Almost all of the unique weapons are now terrible, due to their very low damage.
How does an oversight like that even happen?

Wastebot
Acolyte
Posts: 78
Joined: December 22nd, 2014, 11:35 am

Re: Comprehensive Armor and Weapons List (DC Version)

Post by Wastebot » October 14th, 2015, 7:51 pm

brawling bonus damage is still there it isn't displayed on the character screen, but if you examine your weapon damage on the actual weapon and then look at your combat damage in your basic hud you'll see a damage disparity that correlates exactly to your level. Even when you consider this though that's what, a max of +50 damage? The proton axe is absolutely godly now and with grand slam mods bladed can get roughly 90% crit rate pretty comfortably. The only possible argument for brawling is that 10% of the time that 3 ap reach weapon with the same multiplier and 50 more base damage(and the armor pen bonus from samurai) wont crit, and that 10% is going to suck. but at only a 3 ap cost you should usually be able to rectify that with a second hit.

Unarmed is still weak early game and the old endgame raw power tradeoff is gone. You're weak in the first half just to be maybe kinda sorta arguably as good at the absolute max level pinnacle of the second half.

I guess maybe if you have a specific playthrough in mind where you grind levels like mad in AZ brawling is decent. I'm not mad or happy about this, kinda hard to balance 3 different weapon types around the close range niche. Annnd I guess where I got my brawling kicks in the standard version, I can now get my bladed kicks in DC. Plus the proton axe was king in wasteland 1 so it was weird to see it so subpar here. Still a shame though. Rip dragon claws, I'll miss you.

Edit: going back and checking the numbers I think bladed is more around 80% crit rate which does blur things a bit more if you're comparing any rank 10 bladed expert to a maxed out level 50 brawler. I'd argue that if you're this dedicated then you might as well compare the unarmed character to a bladed character with combat shooting, though, in which case bladed still wins hard. There's also an argument to be made that the weapons benefit more from entirely different perks and builds. I think that any endgame arguments made for brawling is still beat by the fact that it's clearly subpar until you're reaching the absolute zenith, though.

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Re: Comprehensive Armor and Weapons List (DC Version)

Post by Wastebot » October 14th, 2015, 10:52 pm

More random musings:

Anti material has clearly worse damage/ap ratio than the g41, this is somewhat tempered by its effective 6 ap cost versus 7(with deadeye perk). 14 ap should be pretty attainable too though. if you can fire either twice, AR does a load more damage, can potentially split its damage if the first shot kills, and is better at short range while having 7m less max range(no biggie) and 1 less AP even with the perk. Draw your own conclusion. Imo it looks like AR's are still better on dedicated combat snipers.

Here's a big one: that shotgun damage is beast, there's no debating it. Can shotguns/explosives proc multiple ap from bloodlust, or is it limited to one per round? If every kills can trigger it then maybe shotguns are way better than most of us thought at a glance. I can even see the friendly fire perks being a lot more tempting if you're just trying to fire with abandon on the biggest clusters of bodies, trying to pick up dem AP's.

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Re: Comprehensive Armor and Weapons List (DC Version)

Post by Halfgeek » October 14th, 2015, 10:52 pm

Compare new AR, SMG & MG:

FN-FAL (Tier 6-1; AP 4 / 6; Cap 30; Crit 1.5x; Dmg 90-107 or 90-107 x2; Jam 2%; Pen 7; Range 26m; 7.0 lbs; $1595)
Avg Burst dmg = (90 + 107)/2 * 2 = ~197 DMG

G41 (Tier 6-2; AP 5 / 7; 7.62mm; Cap 30; Crit 1.6x; Dmg 150-180 or 150-180 x2; Jam 2%; Pen 7; Range 23m; 8.0 lbs; $1885)
Avg Burst dmg = (150 + 180)/2 * 2 = ~330 DMG

UMP (Tier 6-1; AP 5 / 7; Cap 30; Crit 1.5x; Dmg 47-54 x4 or 47-54 x7; Jam 2%; Pen 6; Range 13m; 6.0 lbs; $1565)
Avg Burst = (47+54)/2 * 7 = ~353 DMG

AR-Short .45 (Tier 6-2; AP 5 / 8; Cap 30; Crit 1.5x; Dmg 59-67 x4 or 59-67 x7; Jam 2%; Pen 6; Range 15m; 7.0 lbs; $1840)
Avg Burst = (59-67)/2 * 7 = ~441 DMG

Death Sifter (Tier 5-1; AP 6; 7.62mm; Cap 100; Crit 1.5x; Dmg 35-39 x7; Jam 2%; Pen 6; Range 24m; 22.0 lbs; $1190; -0.7 Combat Speed)
~259 DMG

Minigun (Tier 6-1; AP 6; 7.62mm; Cap 200; Crit 1.6x; Dmg 44-52 x7; Jam 0%; Pen 7; Range 24m; 30.0 lbs; $1700; -0.8 Combat Speed)
~336 DMG

----------------------

SMG have been buffed significantly compared to the old stats. They are now very competitive, dealing more damage close range with less penetration. As they should.

MG don't have a damage edge over AR, firing 7 rounds to do similar damage to 2 rounds from AR, with no mods, less range and jam (except Minigun) is still very weak. Needs a small buff, up base damage by around 10% more.

With Mods, it allows AR to have more accuracy going for headshots so that still is a factor.

The end-game shotguns are vastly improved, but the rest of them prior to that is still very weak.

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Re: Comprehensive Armor and Weapons List (DC Version)

Post by SagaDC » October 14th, 2015, 11:17 pm

Wastebot wrote:Can shotguns/explosives proc multiple ap from bloodlust, or is it limited to one per round?
Well, I'm not sure about Bloodlust, but shotguns and explosives definitely let you stack Psychopath buffs very quickly. Haven't gotten quite far enough to grab the Bloodlust perk yet, but I'll probably have it tomorrow.

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Re: Comprehensive Armor and Weapons List (DC Version)

Post by Larsen » October 15th, 2015, 1:20 am

Is the combat speed penalty of MGs a new thing? I don't understand. They further nerfed MGs? What the hell? They took the very worst weapon class in the game and made it even worse. I don't understand how professional game developers can arrive at these decisions.

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Re: Comprehensive Armor and Weapons List (DC Version)

Post by Hazardo » October 15th, 2015, 5:42 am

It is easier to achieve two bursts per round with the machine guns (12 AP) than it is with the harder hitting ARs (14 AP), which I suppose might count for something, but it does eat through ammo at a stupid rate and goes far into overkill territory... The progressive combat speed penalty throws me off as well. The initial -0.3 on the M2 I can live with, but why does it increase constantly? It gets pretty insane on the later tiers.

SagaDC, could you perhaps list the weapon mods here as well?

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Re: Comprehensive Armor and Weapons List (DC Version)

Post by SagaDC » October 15th, 2015, 6:44 am

Hazardo wrote:SagaDC, could you perhaps list the weapon mods here as well?
Sure, I should be able to do that pretty easily. I don't think any of them were changed from the pre-DC version.

Added all the basic weapon mods to the list, though I need to double-check some of the numbers later to make sure they're all accurate. About the only thing that looks like it was changed on them are weights and values, but otherwise they all seem to still have the same effects and requirements.

I haven't added the stats for the "end game" weapon mods, which you can get right before the final battle. Those come so late in the game that they're pretty much inconsequential.

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Re: Comprehensive Armor and Weapons List (DC Version)

Post by Robo_lover3396 » October 15th, 2015, 7:34 pm

Halfgeek wrote:Compare new AR, SMG & MG:

FN-FAL (Tier 6-1; AP 4 / 6; Cap 30; Crit 1.5x; Dmg 90-107 or 90-107 x2; Jam 2%; Pen 7; Range 26m; 7.0 lbs; $1595)
Avg Burst dmg = (90 + 107)/2 * 2 = ~197 DMG

G41 (Tier 6-2; AP 5 / 7; 7.62mm; Cap 30; Crit 1.6x; Dmg 150-180 or 150-180 x2; Jam 2%; Pen 7; Range 23m; 8.0 lbs; $1885)
Avg Burst dmg = (150 + 180)/2 * 2 = ~330 DMG

UMP (Tier 6-1; AP 5 / 7; Cap 30; Crit 1.5x; Dmg 47-54 x4 or 47-54 x7; Jam 2%; Pen 6; Range 13m; 6.0 lbs; $1565)
Avg Burst = (47+54)/2 * 7 = ~353 DMG

AR-Short .45 (Tier 6-2; AP 5 / 8; Cap 30; Crit 1.5x; Dmg 59-67 x4 or 59-67 x7; Jam 2%; Pen 6; Range 15m; 7.0 lbs; $1840)
Avg Burst = (59-67)/2 * 7 = ~441 DMG

Death Sifter (Tier 5-1; AP 6; 7.62mm; Cap 100; Crit 1.5x; Dmg 35-39 x7; Jam 2%; Pen 6; Range 24m; 22.0 lbs; $1190; -0.7 Combat Speed)
~259 DMG

Minigun (Tier 6-1; AP 6; 7.62mm; Cap 200; Crit 1.6x; Dmg 44-52 x7; Jam 0%; Pen 7; Range 24m; 30.0 lbs; $1700; -0.8 Combat Speed)
~336 DMG

----------------------

SMG have been buffed significantly compared to the old stats. They are now very competitive, dealing more damage close range with less penetration. As they should.

MG don't have a damage edge over AR, firing 7 rounds to do similar damage to 2 rounds from AR, with no mods, less range and jam (except Minigun) is still very weak. Needs a small buff, up base damage by around 10% more.

With Mods, it allows AR to have more accuracy going for headshots so that still is a factor.

The end-game shotguns are vastly improved, but the rest of them prior to that is still very weak.
I can't believe it. Machine gun has a almost same damage with AR. How could this be happening?
Machine gun has a more weight, combat speed penalty, and use more ammo. Nothing has been changed. :x
I would bear the machine's disadvantage only when machinegun has overwhelming damage incomparable with AR.

Anyway, except Machine gun, all the others are nicely balanced. Actually hand gun gets a great development. :)
With desperado perk and other AP bonus perk (like Adrenaline Rush, bloodthirsty, etc...) our well trained gunner could make successive killstreak.
In my opinion hand gun combined with opportunist quirk and prior sniper or shotgun backup will be excellent finish weapon. ;)

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Re: Comprehensive Armor and Weapons List (DC Version)

Post by Kelmych » October 17th, 2015, 4:40 pm

I noticed in the game that the Hobo Basher blunt weapon requires a minimum strength of 2. I wonder if some of the higher tier blunt weapons also have strength requirements.

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Re: Comprehensive Armor and Weapons List (DC Version)

Post by SagaDC » October 17th, 2015, 11:18 pm

Kelmych wrote:I noticed in the game that the Hobo Basher blunt weapon requires a minimum strength of 2. I wonder if some of the higher tier blunt weapons also have strength requirements.
Some do, but it's very inconsistent. I only noticed it once I had already reached the "Plasma Hammer" item, so I probably missed it on a few other weapons. Most weapons have no Strength requirement, but a small handful of them do.

You can still wield a weapon even if you don't meet the Strength requirement, but I believe you suffer a penalty (-5%?) for each point below the requirement that your Strength currently is.

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Re: Comprehensive Armor and Weapons List (DC Version)

Post by konnect » October 17th, 2015, 11:42 pm

Sage, thank you for the hard work in creating these detailed spreadsheets for the community. I really do appreciate.

In what order would you put each weapon from being the most efficient to the least in regards to your findings? Thank you

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Re: Comprehensive Armor and Weapons List (DC Version)

Post by SagaDC » October 18th, 2015, 1:28 am

konnect wrote:Sage, thank you for the hard work in creating these detailed spreadsheets for the community. I really do appreciate.
Thanks! I always enjoy making the lists, since they help me think through how I want to build my own characters. I'm glad that they help out other folks too. Someday I'll have to figure out some proper spreadsheet programs, so I can actually make them more presentable, instead of just big blocks of text. :)
konnect wrote:In what order would you put each weapon from being the most efficient to the least in regards to your findings? Thank you
I'm a little less than halfway through the game at the moment (I'm just wrapping up Titan Valley), but from my experiences thus far I would probably rank the ranged skills thusly:

1) Sniper Rifles (still powerhouse weapons, and often a one-hit kill)
2) Assault Rifles (they start off weak, but quickly grow in strength, plus they have some of the best perks)
3) Submachine Guns (they start off very strong, but seem to steadily grow weaker - may not be very viable after a certain point)
4) Energy Weapons (they're mostly subjective, depending on the foes you're fighting)
5) Shotguns (useful but very weak toward the beginning of the game, but steadily grow in strength toward the late-game)
6) Handguns (useful, but too weak in almost every way - a good backup weapon for finishing off badly wounded foes, or squeezing off one extra shot with leftover AP)

And melee weapons:

1) Blunt Weapons (these are ridiculously powerful now, and easily the best melee category)
2) Bladed Weapons (these have also been improved, but they lack the raw power of the blunt weapons)
3) Brawling (still viable, but slower and more limited than the other two categories)

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Re: Comprehensive Armor and Weapons List (DC Version)

Post by konnect » October 18th, 2015, 1:50 am

SagaDC wrote:
konnect wrote:Sage, thank you for the hard work in creating these detailed spreadsheets for the community. I really do appreciate.
Thanks! I always enjoy making the lists, since they help me think through how I want to build my own characters. I'm glad that they help out other folks too. Someday I'll have to figure out some proper spreadsheet programs, so I can actually make them more presentable, instead of just big blocks of text. :)
konnect wrote:In what order would you put each weapon from being the most efficient to the least in regards to your findings? Thank you
I'm a little less than halfway through the game at the moment (I'm just wrapping up Titan Valley), but from my experiences thus far I would probably rank the ranged skills thusly:

1) Sniper Rifles (still powerhouse weapons, and often a one-hit kill)
2) Assault Rifles (they start off weak, but quickly grow in strength, plus they have some of the best perks)
3) Submachine Guns (they start off very strong, but seem to steadily grow weaker - may not be very viable after a certain point)
4) Energy Weapons (they're mostly subjective, depending on the foes you're fighting)
5) Shotguns (useful but very weak toward the beginning of the game, but steadily grow in strength toward the late-game)
6) Handguns (useful, but too weak in almost every way - a good backup weapon for finishing off badly wounded foes, or squeezing off one extra shot with leftover AP)

And melee weapons:

1) Blunt Weapons (these are ridiculously powerful now, and easily the best melee category)
2) Bladed Weapons (these have also been improved, but they lack the raw power of the blunt weapons)
3) Brawling (still viable, but slower and more limited than the other two categories)
Your spreadsheets are very presentable in the format that you have chosen. :D

Thanks for giving me your opinions on the weapons Sage, it kind of confirms what I was thinking about shotguns. I'm really disappointed in them thus far, smg's dominate the front game. Not sure about melee and how they compare to weapons. I've been trying to run a sniper, ar, smg and shotgun team. Shotgun running around as my medic which I thought would be sexy, but her aim is so bad so couldn't hit a wall if she was locked in a cube. I will test out Blunt weapons with my medic then, Waste liked them as well. Or maybe smg's, but I'm guessing that the damage falls off because of the armor?

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Re: Comprehensive Armor and Weapons List (DC Version)

Post by SagaDC » October 18th, 2015, 2:18 am

I think the SMGs start to suffer in the later game because of a couple of factors. First, their Penetration is lower than any other weapon (though just barely). They cap out at Armor Pen 6, and there's no way to increase it. That, coupled with their naturally low damage per-shot, means that late in the game they will inflict sub-par damage against many of the enemies you encounter (especially once you start encountering robots on a regular basis). In the early game this isn't an issue, because most enemies will have low (or no) armor, allowing you to do full damage per shot, but this obviously changes by the mid-point of the game.

In addition to that, they have one of the weakest set of perks for any weapon category. There are only two perks, and neither of those perks concretely enhances the weapon category. It also doesn't help that submachine guns alternate between different ammo types faster than any of the other weapon categories (except for handguns). When I found my first Tier 3 SMG, I literally couldn't use it, because you don't start finding 9mm ammunition until a very specific point in the story. 9mm are uncommon and .45 Cal rounds are rare until you get to the latter half of the game, and given that SMGs burn ammunition very quickly, it's harder to upgrade from one tier to the next until you manage to stockpile enough of the higher-tier ammunition.

As for shotguns, I find that they work best in a utility role. I tend to put them on my melee fighters as a secondary weapon, since they're the ones who are generally going to be on the front lines. If the move into a position where it might be more advantageous to make a shotgun cone attack rather than a single-target melee attack (such as when three or more targets are lined up), I'll switch to their shotgun. I've also given some serious consideration to later giving my two melee fighters the shotgun perk that automatically destroys cover. That way they can efficiently smash cover objects that enemies are hiding behind, allowing my other more capable shooters to take those enemies out more easily.

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Re: Comprehensive Armor and Weapons List (DC Version)

Post by konnect » October 18th, 2015, 2:26 am

Thank you for the explanation. Seems that it's a must for the front liners to carry a melee weapon on them or vice versa. I will give melee a try then, still kinda disappointed hearing about SMG's. Don't want to run around using AR's with everyone.

Thanks again for the advice Sage.

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Re: Comprehensive Armor and Weapons List (DC Version)

Post by macksting » October 18th, 2015, 9:12 am

Well, SMGs do at least give you, tier problems aside, a way to make use of all that lousy handgun ammo you find.

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