RICO
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Weapons, Attachments, and Equipment
By Goldfang
An all-encompassing guide to the weapons, attachments, and equipment in the game. Descriptions and prices (for case mode) included inside.

While the guide is now "complete", I will continue editing and updating the guide as I gain more experience and get feedback.

If the game updates, I will do my best to update the guide accordingly.
   
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Pistols
Pistols are your go-to weapons. While they may not be as fancy as the tactical weapons, they are much more important to your success. Knowing how to use these weapons properly will make our break your games, as tactical weapons burn through their ammunition quickly.


SA .40 (Free!)

Sight Picture:

Magazine: 12 / Extended: 15

The SA .40 is your basic starter pistol, but it does have it's advantages compared to some of the competition. Boasting a large magazine size, access to all applicable attachments at a low price, and near negligible recoil, the SA makes a reliable choice for low difficulty levels.

Attachments (1):
  • Reflex Sight
  • Laser Sight
  • Flashlight
  • Extended Clip
  • Suppressor


Preston Arms Viper (4)

Sight Picture:

Magazine: 5

The Viper is a little bit of a hand-cannon, with excellent stopping power, a cheap cost, and it's available very early on. However, it has many disadvantages holding it back from being best-in-class. A low magazine size, with no way to expand it, when combined with a long reload puts it in a niche position. It can be better than the SA .40 in the right hands, but if you struggle with accuracy and acquiring targets quickly, you might be better off saving your points for later.

Attachments (1):
  • Reflex Sight
  • Laser Sight
  • Flashlight


Mark 19-50 (8)

Sight Picture:

Magazine: 7 / Extended: 9

The true hand cannon. The Mark 19 can shred through opposition very quickly, and with a decent magazine size to boot. Good attachment choices boost the utility of the weapon, and make it an enticing option for anyone with moderate to good aim. The recoil, however, makes it a bucking bronco. Pacing your shots with the Mark 19 is an important skill, unless you're willing to waste ammunition.

Attachments (2):
  • Reflex Sight
  • Laser Sight
  • Flashlight
  • Extended Clip


MPS-9 (6)

Sight Picture:

Magazine: 30 / Extended: 38

Another niche weapon, the MPS-9 is locked to a short burst-fire mode. While the rapid rate of fire may seem advantageous, it becomes a burden outside of slow-motion encounters. Much of the ammo goes to waste unless your ability to compensate recoil is amazing. A good choice for speedy players and experienced players alike, but it has a learning curve.

Attachments (2):
  • Reflex Sight
  • Laser Sight
  • Flashlight
  • Extended Clip


Silex-9 (10)

Sight Picture:

Magazine: 16 / Extended: 20

The best in class pistol, the Silex, carries an astounding magazine size, moderate rate of fire, good damage, and fairly low recoil. While not as controllable as the SA .40 or as powerful as the 19-50, the Silex is an amazing all-around choice. Always pick up the Silex as soon as possible. Even un-modified, it has amazing base stats that will be a boon in all encounters. As a bonus, it comes with a suppressor!

Attachments (2):
  • Reflex Sight
  • Extended Clip
  • Flashlight
  • Laser Sight
Tacticals
Tactical weapons boast variety, utility, and fun! Running through the map with an SMG, blasting through corridors with a shotgun, or mowing down the enemies with a rifle, tactical weapons make your job easy. Though they are pricier than your pistol choices, picking one up early is a must.

Model 10 (4)

Sight Picture:

Magazine: 20 / Extended: 25

Rate of fire is the target of most SMG weapons, and the Model 10 brings that in spades. With a low magazine size, controlled bursts will help when using this weapon outside of slow motion breaches. A quick reload helps mitigate the magazine size, but doesn't solve the problem of a low ammo pool.

Attachments (1):
  • Reflex Sight
  • Laser Sight
  • Flashlight
  • Suppressor
  • Extended Clip


PDW-7 (6)

Sight Picture:

Magazine:30 / Extended: 40

The Model 10s big brother, the PDW-7 is a firehose of bullets. With similar stats to your other choice of SMG, but with an even higher rate of fire and larger magazine, the PDW-7 is a straight upgrade from the Model 10. If you like your games quick and dirty, the PDW-7 may just be for you.

Attachments (2):
  • Laser Sight
  • Flashlight
  • Extended Clip


Reed Industries 570 (4)

Sight Picture:

Magazine: 6

A basic starter shotgun. Not much to bring to the table, the 570 suffers from a low fire rate, nearly no useful attachments, and a low magazine size. If you like shotguns, you may enjoy this weapon, but it doesn't boast many advantages outside of a spread of shots.

Attachments (1):
  • Duckbill Choke


PD-TAC8 (12)

Sight Picture:

Magazine: 6

While the TAC8 is objectively better than the 570, it has the same damage and rate of fire. It can take laser and flashlight attachments, but outside of that, not much changes. In fact, it loses the ability to equip the duckbill choke! The TAC8 may currently be one of the worst value propositions for weapons in the game. That doesn't mean it's bad! If you love pump shotguns, definitely use this over the 570. Outside of that, though, you'd rather something else.

Attachments (2):
  • Laser Sight
  • Flashlight


SK12 (12)

Sight Picture:

Magazine: 5 / Extended: 7

The true daddy of the shotgun class. Need to clear a room in five clicks? You have your solution right here. A true powerhouse of a weapon, there are only two problems keeping this weapon from an undisputed champion position. While it boasts power and amazing rate of fire, it has a low max ammo pool and a long reload. Used well, the SK12 can be the best weapon in the game. Just watch your ammo, and reload between engagements.

Attachments (2):
  • Laser Sight
  • Flashlight
  • Extended Clip
  • Duckbill Choke


Karachev 47 (10)

Sight Picture:

Magazine: 30 / Extended: 38

Hate aiming? Hate bad dudes? We have your solution right here! If the SMGs were too accurate for your liking, the Karachev can paint an entire wall with bullets in seconds! With a great magazine capacity, good fire rate, quick reload, and stopping power enough to take down a rhino, the Karachev is one of the best choices. Just watch out for the recoil!

Attachments (2):
  • Extended Clip


AER Assault (16)

Sight Picture:

Magazine: 30 / Extended: 38

If you're a true master at recoil control, the AER can be a harbinger of death. With it's prohibitive price, though, the Karachev might be a better choice for most. The AER has a brilliant stat line, with lower recoil than the Karachev and the same damage, it may just be the best weapon in the game right now. A good ammo pool backs up the choice, and the reload is only moderate in length. A solid choice for anyone who can afford it, and control the recoil.

Attachments (2):
  • Reflex Sight
  • Laser Sight
  • Flashlight
  • Extended Clip
Attachments
Attachments can be purchased for every weapon. Most of them bring benefits, and some are more useful than others. In general, you should always get attachments for the weapon you intend on using, as there is no point to not having them.


Reflex Sight

Sight Picture:

The reflex sight doesn't offer any statistical advantage, but it presents a much clearer sight picture when aiming. One major advantage is the ability to see below what you're currently targeting, great for when a target crouches down out of your aim. Overall, an important attachment for people who like the more accurate weapons.


Laser Sight

The spray-n-prayer's wet dream. The laser sight decreases hipfire. Though it isn't as big of a decrease as the trait, it can be used with important damage increasing and reducing traits. A good choice for most weapons.


Flashlight

Though I have yet to do any actual testing, I haven't noticed enemies recoiling or becoming stunned at the shine of the flashlight. In fact, if you're playing multiplayer, it does certainly blind your ally! Because of this, the attachment is a hindrance. Just turn up your brightness.


Extended Clip

Extended clip is a must-buy for any weapon that can use it. It's just objectively better to have more bullets than less, and it also gives you a little bit of extra starting ammo as a bonus.


Suppressor

Honestly, I'm not entirely convinced the suppressor does anything. After some very basic testing, it doesn't appear to reduce recoil. But it does, in fact, make a cool "pew" noise!


Duckbill Choke

Duckbill is a good choice for any shotgun fans out there. Since you should already be aiming for center mass for standing enemies, this transforms your cone into a line of destruction. Great fun and useful too. Some may prefer to go without it, though, so try it out and see for yourself.
Equipment
From grenades, to armour, health kits, and revives, equipment rounds out your build. Though there are only two choices for grenades, both have their place in gameplay. Other equipment can make or break your late-game, and save your life on higher difficulties.


Flashbang (4)

Most everyone who plays FPS games should be familiar with this grenade. If not, just see the name for an explanation! Flash, then bang! The flashbang can be detrimental, like any grenade, if used poorly. Tactical use can make medium sized rooms a joke, just be careful not to flash your teammate!


Sting Grenade (6)

While you may be more familiar with the big brother, the frag grenade, the less-lethal option certainly doesn't pull it's punches. Got a room you know is gonna be small? Save your ammo and health, just bust the door down and deliver a present to the occupants! Just don't stand next to this thing when it explodes.


Reviver (4)

Pretty much does what it says, this item allows you to self-revive once. You can hold up to two of them, and you can still die if you don't use it before being shot to death while downed. The animation for self revival is not possible to cancel, so make sure your room is clear before you revive, or you'll be shot to death while reviving yourself.


Health Kit (2)

Each purchase a Health Kit returns you 50HP. At the price of two merits, this can be useful later on with harder missions. Don't waste your money on it early, though, as you need to improve your gear.


Armour (2)

Each purchase of Armour provides 25 armour points. These act as a buffer to your HP, depleting at the same rate as HP. Armour cannot be gained in missions, and therefore can only be purchased. Avoid this in the early game, as health kits restore more points, and merits are better spent elsewhere until later on.
2 Comments
YNPxGreyxWolf 16 Mar, 2020 @ 2:30am 
Update to the DLC weapons attachment
gmrm4n-pcg 1 Jul, 2019 @ 1:29pm 
I think what the suppressor does is reduce muzzle flash. In slow mo aim down sights, weapons like the Mark 10 become unusable due to muzzle flash until you add a suppressor.