Dirty Bomb

Dirty Bomb

72 ratings
The long Weapons guide
By Funkytaz
This Guide is intended as more polished, focused and detailed than my other weapons guide.

If you want a more updated weapons guide check my other.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1104115339

The stats in this guide are from the compiled sheet of arsonist cow and the weapons characteristics are from his guide:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=497702613

Please do share the guide with your friends and rate it up if it helped.
Leave any issues in the comments below and let me know how to improve.
   
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READ ME SENPAI❕❕❕
ICON


DMG
Rounds Per Minute
Reload Time
Mags
Damage Per Second
Effective Range
Damage Per Magazine
Starting Spread
Moving Starting Spread
Jumping Starting Spread
Spread Per Bullet
ADS-SPB
All Spread Values are multiplied by 10 for readability.

Speed Modifier : How much is your speed while holding the weapon
DMG : Damage for body and headshot
RPM : Rounds Per Minute -Higher RPM means better aimpunch, lower RPM means worse.
Reload Time : How long it take to reload your weapond (in seconds)
Mags : Total Amunition available by default.
DPS : Damage Per Second - Sustained damage output.
Effective Range : Distance at which damage start falling off.
DPM : Damage Per Magazine - The total amount of damage you can put out before reloading
Starting Spread : The base level of spread of a weapon before firing it.
Moving Starting Spread : The base level of spread of a weapon before firing it while moving.
Jumping Starting Spread : The base level of spread of a weapon before firing it when jumping.
SPB : Spread Per Bullet - Spread added when shooting
ADS-SPB : Spread Per Bullet While Aiming Down Sights- Spread added when shooting


TERMS

TTK : Time To Kill - The time it takes for a weapon to kill (in seconds), Accuracy is 50%, Headshot 50%, Range 10m. Weighted with number of mercs per health amount..
Spread - How far your bullets can stray from the center of your crosshair. (lower is better)
Recoil - How much your crosshair/aim will move when firing.
Falloff: How much damage is lost at max range. (lower is better)
ADS - Aim Down Sights - Starting Spread is 0 when on the ground.(makes your bullets fire in a straight line). Effects of aiming down sights:
  • reduces fov : much more accurate and faster kills
  • reduces moving speed.
  • removes spread (while jumping as well), more accurate than hipfiring.
  • increases recoil (not to be confused with spread, simply means you need to look down as your firing faster than you would have to when using hipfire)

WEAPONS AUGMENTS
Spares Increases the maximum number of magazines that can be carried by 1 ( increases the ammo you spawn with by 1 magazine as well).

Drilled 20% reduction to reload time See this for the exact times.[docs.google.com]

Chopper increases damage by 15%. It is implemented a 1.15 modifier to the damage value, which then gets rounded down to an integer value.

Quick Slash decreases the attack duration by 15% and is a 0.82 modifier to the attack duration. This results in 30% higher DPS.

WEAPONS CHARACTERISTICS
Courtesy of Arsonist Cow
This is a summary of the strengths and weaknesses of all weapons in the game.
They're based on the stats of each weapon (which can be found in Arsonist Cow weapon stat spreadsheet[docs.google.com]) and testing for the things that cannot be mined through the game.

+ Means positive characteristic
± Means neutral characteristic (something that is both good and bad)
- Means negative characteristic
I try to keep the number of signs consistent with how much that characteristic matters compared to the rest in that weapon category. These characteristics are only compared to other weapons in the same category; for example saying "+ Long range" on Ahnuhld doesn't mean that it has long range compared to SMGs or Sniper Rifles, only compared to other Shotguns.
The Mercs
∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾ RECON ∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾
   VASSILI - HEALTH 110 - SPEED 420    AIMEE - HEALTH 90 - SPEED 440
PHANTOM - HEALTH 110 - SPEED 420   REDEYE - HEALTH 120 - SPEED 400

HUNTER - HEALTH ??? - SPEED ???

∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾ ENGINEER ∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾
PROXY - HEALTH 90 - SPEED 450       BUSHWHACKER - HEALTH 110 - SPEED 410
FLETCHER - HEALTH 110 - SPEED 420   TURTLE - HEALTH 110 - SPEED 410

∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾ FIRE SUPPORT ∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾
SKYHAMMER - HEALTH 120 - SPEED 400   ARTY - HEALTH 120 - SPEED 400
STOKER - HEALTH 120 - SPEED 400        KIRA - HEALTH 90 - SPEED 440

JAVELIN - HEALTH 120 - SPEED 400

∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾ MEDIC ∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾
SAWBONEZ - HEALTH 110 - SPEED 410   AURA - HEALTH 80 - SPEED 470
PHOENIX - HEALTH 100 - SPEED 430     SPARKS - HEALTH 80 - SPEED 470

GUARDIAN - HEALTH 110 - SPEED 430

∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾ ASSAULT ∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾∾
FRAGGER - HEALTH 130 - SPEED 390   THUNDER - HEALTH 160 - SPEED 380
NADER - HEALTH 120 - SPEED 410      RHINO - HEALTH 200 - SPEED 360
⚡⚡⚡⚡⚡⚡⚡⚡⚡Assault Rifles

Common Speed Modifier: 87.5%
DMG
Rounds Per Minute
Reload Time
Mags
Damage Per Second
Effective Range
Damage Per Magazine
Starting Spread
Moving Starting Spread
Jumping Starting Spread
Spread Per Bullet
ADS-SPB
M4A1
                            
Used By:            ☛ Damage Falloff: 35.71%           ☛ TTK: 1.17 s

14⫻28
538
2.1s
35*3
125
25 m
490
1.7%
6.6%
34.9%
+1.12%
+0.013%
+ Low, consistent recoil
+ Low starting spread
+ Low bloom
-- Very high TTK
Easy to use and one of the most accurate weapons in the game. Strong weapon despite high TTK.
BR-16
                                
Used By:           ☛ Damage Falloff: 31.25%          ☛ TTK: 1.25 s

16⫻32
157
2.2s
30*3
125.5
29 m
480
1.4%
5.4%
33.1%
+1.82%
+0.02%
+ High damage per burst
+ Low starting spread
- High bloom
-- Very high TTK
Dealing a lot of damage per mouse-click allows for higher accuracy than automatic weapons if good trigger dicipline is practiced, which in turn generally results in lower TTK with that higher accuracy. But with pathetic overall damage output the TTK is unlikely to reach higher than that of other assault rifles.
Dreiss
                                 Used By:             ☛ Damage Falloff: 33.33%            ☛ TTK: 1.1 s

25⫻50
300
2.2s
20*3
135
31 m
540
1.0%
4.0%
31.0%
+3.1%
+0.033%
+ Low TTK
+ Low starting spread
-- Very high bloom
Strong, but also very hard to use, requiring good timing and trigger dicipline to use effectively.
TIMIK-47
                                
Used By:            ☛ Damage Falloff: 35.71%           ☛ TTK: 1.14 s

14⫻28
550
2.0s
35*3
125
25 m
490
1.2%
4.7%
32.0%
+1.24%
+0.014%
+ Low starting spread
+ Low bloom
- High recoil
- High TTK
- Poor sight (covers aiming-area)
Very similar to and slightly outperformed by M4A1.
HURTSALL 2K
                                
Used By:              ☛ Damage Falloff: 33.33%             ☛ TTK: 1.15s

12⫻24
640
2.0s
40*3
128
27m
480
2.1%
8.2%
37.3%
+0.92%
+0.011%
+ Low bloom
+ High RPM
- Low average recoil, but very high recoil variance
- High TTK
Strong weapon, competes with M4A1 for best automatic assault rifle.
SHAR-C
                                
Used By:              ☛ Damage Falloff: 31.25%             ☛ TTK: 1.17s

16⫻32
461.5
2.2s
30*3
123
30 m
480
0.87%
3.5%
30.3%
+1.55%
+0.016%
++ Very low starting spread
- High recoil (pretty much only vertical tho)
-- Very high TTK
Easy to use, but performs unremarkably.
STARK
                                
Used By:             ☛ Damage Falloff: 35.29%            ☛ TTK: 1.25 s

17⫻34
146
2.2s
27*3
124.5
30 m
459
1.5%
6.0%
34.0%
+2.22%
+0.024%
+ High damage per burst
+ Low TTK
+ Low starting spread
- High bloom
Higher spread and lower DPM than BR-16, but higher damage per burst. They perform roughly identical.
⚡⚡⚡⚡⚡⚡⚡⚡⚡Machine Guns

Common Speed Modifier: 82.5%
DMG
Rounds Per Minute
Reload Time
Mags
Damage Per Second
Effective Range
Damage Per Magazine
Starting Spread
Moving Starting Spread
Jumping Starting Spread
Spread Per Bullet
ADS-SPB
MK46
                                
Used By:              ☛ Damage Falloff: 36.36%             ☛ TTK: 1.11 s

11⫻22
725
3.2s
85*3
132.9
27 m
935
2.8%
11.0%
41.5%
+0.99%
+0.011%
+ High RPM
± Very high damage per magazine, but very long reload
- Slow movement speed
- Low average recoil, but very high recoil variance
-- Very high starting spread
A lot of downsides with few upsides. A pretty bad weapon.
K-121
                                
Used By:              ☛ Damage Falloff: 35.29%             ☛ TTK: 1.07 s

17⫻34
477
3.5s
55*2
135
27 m
935
1.6%
6.5%
34.6%
+2.0%
+0.021%
+ Low starting spread
+ Low TTK
± Very high damage per magazine, but very long reload
- High recoil
- High bloom
- Slow movement speed
Can be quite strong in the right hands, but hard to use effectively.
⚡⚡⚡⚡⚡⚡⚡⚡⚡Sub-machine guns

Common Speed Modifier: 90%
DMG
Rounds Per Minute
Reload Time
Mags
Damage Per Second
Effective Range
Damage Per Magazine
Starting Spread
Moving Starting Spread
Jumping Starting Spread
Spread Per Bullet
ADS-SPB
SMG-9
                                
Used By:             ☛ Damage Falloff: 33.33%           ☛ TTK: 1.19 s

12⫻24
619
1.7s
40*3
124
18 m
480
3.1%
12.3%
43.5%
+0.51%
+0.008%
+ Low starting spread
+ Low average recoil
- High TTK
Lackluster compared to the other SMGs.
HOCHFIR
                                
Used By:            ☛ Damage Falloff: 33.33%            ☛ TTK: 1.18 s

9⫻18
833
1.7s
55*3
125
18 m
495
2.75%
11.0%
41.5%
+0.33%
+0.005%
++ Very low bloom
+ High RPM
± Low average recoil, but high recoil variance
- High TTK
One of the most accurate weapons in the game; Great weapon.
KEK-10
                                
Used By:              ☛ Damage Falloff: 36.36%            ☛ TTK: 1.16 s

11⫻22
698
1.8s
45*3
128
18m
495
3.0%
12.0%
43.0%
+0.66%
0.009%
++ Low TTK
+ High RPM
- High starting spread
Average in a lot of respects, but high damage output (low TTK) makes it a very strong weapon even with just decent spread control.
CROTZNI
                                
Used By:            ☛ Damage Falloff: 33.33%           ☛ TTK: 1.13 s

12⫻24
652
1.9s
40*3
130
18 m
480
3.0%
11.2%
43.0%
+0.82%
+0.011%
++++ Very low TTK
- High average recoil
- High bloom
- High starting spread
Powerful, but hard to control, both in terms of recoil and spread.
BLISHLOK
                                
Used By:            ☛ Damage Falloff: 33.33%          ☛ TTK: 1.19 s

18⫻36
400
1.8s
30*3
120
19 m
540
2.42%
9.7%
39.6%
+0.92%
+0.012%
+ High damage per magazine
+ Low starting spread
± High average recoil, but low recoil variance
- Low RPM
-- Very high TTK
Easy to control, but performs poorly compared to other SMGs.
⚡⚡⚡⚡⚡⚡⚡⚡⚡Sniper Rifles

Common Speed Modifier: 85%
DMG
Rounds Per Minute
Reload Time
Mags
Damage Per Second
Effective Range
Damage Per Magazine
Starting Spread
Moving Starting Spread
Jumping Starting Spread
Spread Per Bullet
ADS-SPB
  • Re-fire - Time between shots. Mainly relevant for weapons with high damage per shot.
MOA SNPR-1
                                
Used By:              ☛ Damage Falloff: 33.33%             ☛ TTK: 2.86 s

ADS JUMP
60⫻138
40
2.4s
5*4
50
100 m
360
75%
300%
  60%
+0.0%
+0.0%
++ Can one-shot most mercs
- Very low DPS
- Slow re-fire
*Instagibs Mercs with 69 health or less
Being able to one-shot headshot enemies is a huge deal. It literally means instant TTK; doesn't get any better than that. The downside is pathetic sustained damage, making missed shots highly punishing.
PDP-70
                                
Used By:              ☛ Damage Falloff: 32.5%             ☛ TTK: 1.27 s

ADS JUMP
45⫻100
120
2.5s
8*3
92
100 m
416
75%
300%
  60%
+0.0%
+0.0%
± Fast re-fire, but low damage per shot
- High recoil
More damage per shot than Grandeur, but also longer re-fire time. Has fallen out of favor after repeated nerfs.
FEL-IX
                                
Used By:              ☛ Damage Falloff: 33.33%             ☛ TTK: 2.22 s

ADS JUMP
75⫻172
36
2.5s
5*4
48.5
100 m
441
75%
300%
  60%
+0.0%
+0.0%
+++ Can one-shot all but one merc
- Very low DPS
- Awkward cocking and reload animations
-- Very slow re-fire
*Instagibs Mercs with 80 health or less
Being able to one-shot headshot enemies is a huge deal. It literally means instant TTK; doesn't get any better than that. The downside is pathetic sustained damage, making missed shots highly punishing.
GRANDEUR
                                
Used By:              ☛ Damage Falloff: 34.38%             ☛ TTK: 1.29 s

38⫻76
180
2.2s
12*3
96
100 m
416
2.3%
9.0%
3.9%
+24.7%
+0.0%
++ Can be used in hip-fire
+ High DPM
± Very fast re-fire, but very low damage per shot
- Poor sights (no scope)
- Extremely high bloom (only accurate for 2-3 shots in hip-fire)
I recommend enabling the "Crosshair Dot When Aiming" option to help with aiming down the sights.
⚡⚡⚡⚡⚡⚡⚡⚡⚡Shotguns

Common Speed Modifier: 93%
Common Headshot Multiplier:1.0x
       Common Legshot Multiplier:0.9x
DMG
Rounds Per Minute
Reload Time
Mags
Damage Per Second
Effective Range
Damage Per Magazine
Starting Spread
Moving Starting Spread
Jumping Starting Spread
Spread Per Bullet
ADS-SPB
Worth noting about shotgun spread is that unlike for normal weapons it's not exclusively bad for shotguns. The added spread can help in close quarters.
HOLLUNDS 880
                                
Used By:             ☛ Damage Falloff: 87.5%            ☛ TTK: 1.9 s

77
95
2.3 s
7*4
139
8.4 m
528
31.0%
31.0%
71.0%
N / A
N / A
+ High DPM
+ High DPS
+ Low recoil
± Medium spread
I'm not a much of a shotgun user, but seemingly the strongest of the 3 due to having the high damage output of Remburg, with slightly better range and one extra shell (has almost as high DPM as Ahnuhld, even with one shell less).
REMBURG 7
                                
Used By:              ☛ Damage Falloff: 87.5%             ☛ TTK: 1.91 s

84
90
2.0 s
6*4.5
144
7 m
480
34.0%
34.0%
74.0%
N / A
N / A
+ High damage per shell
+ High DPS
± High spread
- Short range
Very strong in point-blank, but falls off hard.
AHNUHLD-12
                                
Used By:              ☛ Damage Falloff: 85.71%             ☛ TTK: 1.8 s

66
100
2.45 s
8*4
121.6
10 m
539
28.0%
28.0%
67.0%
N / A
N / A
+ Long range
+ High DPM
± Low spread
- Low DPS
- High recoil
- Long reload
- Low damage per shell
While the range is substantially longer than the other two shotguns that's generally not why you use shotguns. And with the disadvantages to the core usage scenarios of shotguns I'm having trouble seeing how this can compete with the other two.
⚡⚡⚡⚡⚡⚡⚡⚡⚡Handguns

Common Speed Modifier: 97.5%
DMG
Rounds Per Minute
Reload Time
Mags
Damage Per Second
Effective Range
Damage Per Magazine
Starting Spread
Moving Starting Spread
Jumping Starting Spread
Spread Per Bullet
ADS-SPB
M9
                                
Used By:
Damage Falloff: 33.33%             ☛ TTK: 1.27 s

15⫻30
451
1.3 s
15*4
112.8
12 m
225
2.1%
8.3%
37.5%
+3.18%
+0.037%
++ Very high DPM
+ Low recoil
Strong and reliable. Other pistols have trouble competing.
DE .50
                                
Used By:
Damage Falloff: 34.62%             ☛ TTK: 1.28 s

26⫻52
257.5
1.4 s
7*5
111.6
18 m
182
1.7%
6.7%
35.0%
+8.33%
+0.093%
+ Low starting spread
- High bloom
Main difference compared to Caulden is higher damage per shot, but with slightly higher spread.
SIMEON.357
                                
Used By:       ☛ Damage Falloff: 33.33%    ☛ TTK: 1.49 s

30⫻60
180
1.6 s
6*5
90
19 m
144
1.63%
6.5%
34.8%
+13.8%
+0.15%
++ High damage per shot
++ Low starting spread
- Low DPM
- High recoil
- Long reload time
-- Very low DPS
--- Extremely high bloom
The amount of burst damage the revolvers can put out is pretty scary, but with the extremely high bloom and low DPS their performance is a bit inconsistent. The main usage scenario is peeking in and out of cover.
CAULDEN
                                
Used By:
Damage Falloff: 35.0%             ☛ TTK: 1.28 s

20⫻40
328
1.3 s
9*5
109
17 m
180
1.4%
5.4%
33.1%
+5.5%
+0.061%
++ Low starting spread
- High recoil variance
-- High bloom
Caulden and DE perform very similarly.
SELBSTADT
                                
Used By:
Damage Falloff: 33.33%             ☛ TTK: 1.28 s

17⫻34
400
1.3 s
12*4
113.3
15 m
204
2.3%
6.5%
38.7%
+3.5%
+0.041%
+ High DPM
Kind of like M9, but slightly worse.
SMJüTH & WHETSMAN.40
                                
Used By:    ☛ Damage Falloff: 33.33%    ☛ TTK: 1.53 s

34⫻68
157
1.9 s
6*4
90
19 m
162
1.2%
4.6%
31.9%
+16.6%
+0.17%
++ High damage per shot
++ Low starting spread
- Low DPM
- High recoil
- Long reload time
-- Very high recoil
-- Very low DPS
--- Extremely high bloom
Simeon reaches the 30 damage threshold. S&W's extra 4 damage doesn't do a lot, which when combined with the higher fire delay, higher spread per bullet and higher recoil makes it overall slightly worse.
HOIGAT .224
                                
Used By:              ☛ Damage Falloff: 33.33%             ☛ TTK: 1.34 s

13⫻26
514.3
1.4s
20*4
111.43
14m
260
2.55%
10.2%
40.3%
+3.18%
+0.038%
+++ Extremely high DPM
- High bloom
- High starting spread
-- High TTK
Pretty lackluster.
AREVARIV 9
                                
Used By:              ☛ Damage Falloff: 33.33%             ☛ TTK: 1.34 s

16⫻32
HHH
HHH
14*4
HHH
HHH m
HHH
HHH%
HHH%
HHH%
HHH%
HHH%
HHH
⚡⚡⚡⚡⚡⚡⚡⚡⚡Machine pistols

Common Speed Modifier: 95%
DMG
Rounds Per Minute
Reload Time
Mags
Damage Per Second
Effective Range
Damage Per Magazine
Starting Spread
Moving Starting Spread
Jumping Starting Spread
Spread Per Bullet
ADS-SPB
Machine pistols are generally better than pistols because they are automatic (meaning top DPS can be achieved by just holding down the button), have much higher damage per clip and much lower spread. This is mainly relevant for mercs that have both options for secondary weapons (i.e: you'll always want a machine pistol instead of a pistol if you have the choice).
MP-400
                                
Used By: (P)(S)           ☛ Damage Falloff: 45.45%           ☛ TTK: 1.3 s

10⫻20
667
1.6 s
20*4
113.4
12 m
275
2.5%
10.0%
40.0%
+1.6%
+0.02%
+ Low starting spread
Stands out as the strongest since it doesn't have any real downsides compared to the other machine pistols, while offering better starting spread.
TøLEN
                                
Used By: (P) (S)         ☛ Damage Falloff: 44.44%          ☛ TTK: 1.31 s

9⫻18
750
1.7 s
25*4
112.5
13 m
270
3.0%
12.0%
43.0%
+1.2%
+0.016%
+ Low(er) damage falloff (small difference compared to MP400)
- High(er) TTK (very small difference compared to the other two)
- No ADS zoom
Lacking zoom on ADS (Aim Down Sights, zoom = lowering of FoV) is a very minor issue since all machine pistols are bad at long range anyway.
EMPIRE-9
                                
Used By: (P)(S)             ☛ Damage Falloff: 50.0%             ☛ TTK: 1.29 s

8⫻16
857
1.7 s
30*4
114.3
11 m
280
3.5%
14.0%
46.0%
+1.0%
+0.014%
+ High RPM
- High starting spread
- Very high recoil variance
- High damage falloff
Used to be the strongest of the 3, but after a lot of nerfs it's arguably the weakest Machine Pistol.
RYBURN
                                
Used By:              ☛ Damage Falloff: 33.33%             ☛ TTK: HHHs

12⫻24
HHH
HHH
18*4
HHH
HHH m
HHH
HHH%
HHH%
HHH%
HHH%
HHH%
HHH
⚡⚡⚡⚡⚡⚡⚡⚡⚡Melees
Snare Effect for all is -32% (reduce a merc movement speed)
Hit-boxes/hit-arcs roughly means how easy a weapon is to hit something with.
It's generally not worth picking a loadout based on the melee weapon, but sometimes, when all other aspects of two loadouts seem of equal value the melee weapon can be a tie-breaker.
STILNOTTO STILETTO
                                
Used By:                 ☛ LTTK: 3.53 s              ☛ HTTK: 2.36 s

LIGHT DMG
LIGHT W/ CHOPPER
HEAVY DMG
HEAVY W/ CHOPPER
LIGHT RPM
HEAVY RPM
LIGHT DPS
HEAVY DPS
100%
35
40
85
98
106
60
61.8
85
2.2 M
- High TTK light attack
A bit weak, but at least it doesn't reduce movement speed.
BECKHILL
                                
Used By:                    ☛ LTTK: 2.84 s              ☛ HTTK: 2.29 s

LIGHT DMG
LIGHT W/ CHOPPER
HEAVY DMG
HEAVY W/ CHOPPER
LIGHT RPM
HEAVY RPM
LIGHT DPS
HEAVY DPS
100%
40
46
80
92
106
60
70.7
80
2.2 m
+ Low TTK
Kills fast AND doesn't reduce movement speed. Easily one of the best melee weapons in the game.
CRICKET BAT
                                
Used By:
LTTK: 3.08 s              ☛ HTTK: 2.27 s

LIGHT DMG
LIGHT W/ CHOPPER
HEAVY DMG
HEAVY W/ CHOPPER
LIGHT RPM
HEAVY RPM
LIGHT DPS
HEAVY DPS
97.5%
55
63
80
92
72
64.3
66
85.7
2.2 m?
+ Good hit-boxes
+ Long range
- Reduces movement speed
Arguably the second-strongest after the Katana, but also reduces movement speed.
KATANA
                                
Used By:               ☛ LTTK: 2.57 s              ☛ HTTK: 2.58 s

LIGHT DMG
LIGHT W/ CHOPPER
HEAVY DMG
HEAVY W/ CHOPPER
LIGHT RPM
HEAVY RPM
LIGHT DPS
HEAVY DPS
97.5%
60
69
90
104
75
50
75
75
2.4 m
+ Can one-shot 90HP mercs
+ Very low TTK light attack
+ Long range
- Reduces movement speed
The strongest melee weapon, at the cost of movement speed.
KUKRI
                                
Used By:               ☛ LTTK: 2.97 s              ☛ HTTK: 2.41 s

LIGHT DMG
LIGHT W/ CHOPPER
HEAVY DMG
HEAVY W/ CHOPPER
LIGHT RPM
HEAVY RPM
LIGHT DPS
HEAVY DPS
97.5%
55
63
85
98
75
62.1
68.8
88
2.2 m?
± Low TTK light attack, but high TTK heavy attack
- Weird hit-boxes
- Reduces movement speed
AXE
                                
Used By:                  ☛ TTK: 3.2 s              ☛ HTTK: 2.29 s

LIGHT DMG
LIGHT W/ CHOPPER
HEAVY DMG
HEAVY W/ CHOPPER
LIGHT RPM
HEAVY RPM
LIGHT DPS
HEAVY DPS
97.5%
50
58
85
98
78.3
62.1
65.3
88
2.2 m?
+ Low TTK heavy attacks
± Low TTK light attacks vs 90&100HP enemies, but high TTK vs 110HP
- Weird hit-boxes
- Reduces movement speed
Hitboxes got ♥♥♥♥ed in a patch.
BATONS
                                
Used By:               ☛ LTTK: 4.09 s              ☛ HTTK: 2.94 s

LIGHT DMG
LIGHT W/ CHOPPER
HEAVY DMG
HEAVY W/ CHOPPER
LIGHT RPM
HEAVY RPM
LIGHT DPS
HEAVY DPS
97.5%
30
34.5
90
104
106
46.2
53
69.2
2.2m?
+ Can one-shot 90HP mercs
- Reduces movement speed
- Doesn't snare enemy on hit
-- Very high TTK
Hot garbage. Kills the slowest of all melee weapons in the game, on average.
Only melee weapon in the game that doesn't snare (slow) enemy movement speed when it hits. This has got to be a developer oversight.
ULU KNIVES
                                
Used By:               ☛ LTTK: HHH s              ☛ HTTK: HHH s

LIGHT DMG
LIGHT W/ CHOPPER
HEAVY DMG
HEAVY W/ CHOPPER
LIGHT RPM
HEAVY RPM
LIGHT DPS
HEAVY DPS
HHH%
30
35
75
86
HHH
HHH
HHH
HHH
2.2m?
HHH
CARRY ITEM
                                
Used By: ALL             ☛ SPEED: 100%             ☛ TTK: 2.4 s
DAMAGE: 90              ☛ DAMAGE W/ CHOPPER: 104
NOTE 1: RMB will Drop the item                        ☛ NOTE 2: Delivering it take 4.0 s
⚡⚡⚡⚡⚡⚡⚡⚡⚡Ability Weapons
GRENADE LAUNCHER
                                
Used By:             ☛ Falloff: N / A            ☛ TTK: 1.46s

DMG
DIRECT
HIT
COOL
DOWN
NOTE 1
MAG
SIZE
NOTE 2
RPM
DPS
DPM
82.5%
75
+15 DMG
35.0s
7.0s per nade
5 nades
2.0s fuse
85.7
107.1
375
Nader Martyrdom does 200 Damage.
MINIGUN
                                
Used By:             ☛ Falloff: 30.00%            ☛ TTK: 0.73s

DMG
COOL
DOWN
MAG
SIZE
RANGE
RPM
DPS
DPM
Starting
Spread
82.5%
10
4.0s
100
28 m
1818
303
1000
34%
REVIVE GUN
                                
Used By:             ☛ Falloff: 33.33%            ☛ TTK: 2.3s

QUICK CHARGE DMG
LONG CHARGE DMG
COOL
DOWN
MAG
SIZE
RANGE
RPM
DPS
DPM
STARTING SPREAD
87.5%
20⫻40
65⫻130
3.3s
5 (fully charged shots)
18 m
44 / 130
45.7
325
2.8%
The Revive gun Damage output depend on the charge (longer charge = more damage)
ROCKET LAUNCHER
                                
Used By:             ☛ Falloff: N / A            ☛ TTK: ~1.0s

DMG
DIRECT HIT
   DMG
NOTE 1
COOL
DOWN
MAG
SIZE
NOTE 2
NOTE 3
?82.5?%
200
+200?
Rocket has 20HP
30.0s
1
1.0s fuse
blast radius 4.1m
⚡⚡⚡⚡⚡⚡⚡⚡⚡Deployable
Explosives
                         
     
Fuse
     
     
Projectile Lifetime      
     
     
Damage  
     
     
Cooldown
     
     
Note   
     
   
Radius
   
Flash Grenade 
1.0s
full-blind Flash 1.5s
full-stun Concussion time 2.5s
17.0s / 2.0s if stopped
60 RPM
140
Frag Grenade 
3.0s
3.0s
170
20.0s / 9.0s if stopped
73 RPM
4.16m
Molotov Grenade 
1.5s
10.0s
77 DPS + 35 if Direct hit
35.0s / 4.0s if stopped
outer flames = 30 DPS
115
Proximity Mine 
Arming Time 3.0s
Mine health 7HP
180
20.0s
Deploy Time 0.3 s
4.80m
Sticky Bombs 
Snare Effect Duration 3.0s
Snare Effect Speed 50%
75+15 damage if stuck
9.0s / +5.0s per bomb picked up
60 RPM
4.16m
 Air Strike 
3.0s
11 rockets
100 marker / 215 Per Rocket
55.0s / 19.0s indoor
4.0s delay if stopped
4.16m marker / 3.0m Rocket
Artillery Spotter 
3.0s
15.0s
270
25.0s
N/A
240
Obital Laser 
N/A
10.0s
535DPS / 150dmg if Direct hit
50.0s
N/A
Small
C4
Planting 3.0s / 4.0s / 5.0s
Defusing 4.0s / 6.4s / 8.0s
300
50.0s Before explosion
N/A
600
C4 planting / C4 defusing: Default time / With Mechanic Augment / With Obj Specialist
Mechanic: You repair / disarm 20% faster
Others
                 
     
Used By
     
     
Health Points
     
     
Cooldown
     
     
Notes 1
                   
     
Notes 2
                   
Defibrillator
Aura Sawbonez Phoenix
Revive Health 30-100
Charge Time 0.01s
Default 40-100 / with chopper 46-115
speed modifier (When charging ) 50%
SMALL Health Pack
Sparks
35HP when picked up, 45HP if Direct Hit
10.0s
4 health pack in stock
Lifetime 35.0s
LARGE Health Pack
Sawbonez
HP Regen 60HP/sec (10/sec on self) + 10hp Direct Hit
10.0s
3 health pack in stock
Lifetime 35.0s
Ammo pack
Arty Skyhammer
N/A
8.0s per bag
Deploy Time 0.1s
Lifetime 35.0s
Smoke Grenade
Redeye
explosive damage required to dissipate Smoke:170
25.0s
12.0s Duration
fade in time 3.0s / fade out time 5.0s
Heartbeat sensor
Vassili
health 20
17.0s
Lifetime 17.5s
600
Turret
Bushwacker
Turret has 120HP
30.0s / set-up duration 1.6s
4 Damage- No HS
822 RPM
Health station
Aura
90 HP
20.0s
23HP/s ⫻ 19HP/s on self
With Potent packs: 28HP/s ⫻ 23HP/s on self
Ammo station
Kira    Stoker
120 HP
15.0s
hhh
hhh
Shield
Turtle
120HP ⫻ 500HP
hhh
With Steady: 146HP ⫻ 605HP
inside HP ⫻ outside HP
Sky Shield
Guardian
90HP
20.0s / 7.0s if stopped
Deploy 1.0s / Liffespan 10.0s
Radius 400
Bionic Pulse
Guardian
Quick charge +30HP / Full charge +100HP
Quick charge 3.0s / Full charge10.0s
Full charge time 1.5s
Healing radius 250

OBJECTIVES
     
Notes 1
                 
     
Notes 2
                 
     
Notes 3
     
     
Notes 4
     
Mounted MG
Damage is: body 20 / head 40
Time before it heats 0.0s?
720 RPM / 240 DPS
Effective Range 31m
EV
See Mounted MG / EV Health: 1200HP
Repair time 12.6s / 18.0s / 38.0s
DMG multiplier:      bullets:*0.15      Artillery*1.85?      Laser *0.17?
DMG multiplier:        Jav rocket *1.65        Air Strike *0.0?       Molotov *?
Secondary objectives
See C4
Health: 500HP / No DMG multiplier
Chapel Ramp repair 11.4s / 15.2s/ 19.0s
2nd Obj Repair time    4.0s / 10.0s/ 12.8s
Repair: Default time / With Mechanic Augment / With Obj Specialist
Mechanic: You repair / disarm 20% faster
❤️ ❤️ ❤️  Credits / Thanks  ❤️ ❤️ ❤️
If you enjoyed this quality guide, don't forget to rate, favorite and share it!

This guide use data from
Arsonist Cow stats sheet:[docs.google.com]
The Weapons Characteristics are from Arsonist Cow, you can find the most updated version here:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=497702613

Other valuable Guides and stats:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1104115339
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1121982768
Trickyni stats spreadsheet[docs.google.com]

http://DB Best Weapons Survey

Please leave a comment if you find an error or would like to add data or else i don't care!
33 Comments
USS Helena (Cross-Z) 31 Mar, 2019 @ 6:54am 
Tbh all out of the 3 shotgun in the game i prefer AHNUHLD-12 more then other two just from how long it can deal damage. And I'm a fletcher main, the range on it plus hoe far strong the sticky are in the game. You can shorten the ttk by half if you land a precise shot with the AHNUHLD-12 and sticky even when you at medium range.
Aibadenshi-Sensei 5 Oct, 2018 @ 8:24pm 
Kinda wonder why all the new weapon is shit?
Texyalen 6 May, 2018 @ 10:48pm 
useul stuff save me bunch of time
Funkytaz  [author] 22 Nov, 2017 @ 8:24am 
Updated for the latest Update, except for the recoil/spread values and some TTK.
http://www.dirtybomb.com/news/2017-11-22_november-balance-update/
Onyx-Raven 17 Nov, 2017 @ 7:52pm 
On the Stark AR, you should make not of the obstructive scope in the negatives column.
Pug Of Wallstreet 4 Nov, 2017 @ 6:29pm 
Already did! Thanks!!
Funkytaz  [author] 4 Nov, 2017 @ 6:05pm 
Have at it mate!
Just Credit me and arsonist cow( for his stats and Weapons Characteristics).

You can also check my other wepons guide to compare.(link in credit)
Pug Of Wallstreet 4 Nov, 2017 @ 11:37am 
Mr. Dr.Rogue69™, could i use screenshots from this guide's sniper rifles for my in depth sniping guide? It is a pretty long video and I have never seen tables as detailed or as aesthetic as these, great job btw. If you are interest i'll be happy to promote you and any other content of your choosing, in addition to this guide obviously. Cheers!
Aibadenshi-Sensei 1 Nov, 2017 @ 9:43am 
Stuck sticky doesn`t do 100 dmg anymore?