Action: Source

Action: Source

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Advanced Weapons Guide
By -$ilver-
This will be a more in depth guide for weapons. I have tried them all, from different angles, distances, behind/through multiple objects and different body parts. Although I do not have exact numbers, I do have how many shots it will take generally. And I will up date this as I go. Be aware there is a zombie bot in the servers. Not sure if just for Halloween or what. But it will take twice or even three times as much damage as normal. It looks like a zombie, so at least up close it is easier to spot. They can even tank headshots more than the average bot or person. They can also bleed out, but takes considerably longer.
   
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Kung Fu

Bare knuckle brawling would seem like a waste of time, when you have guns galore all over the place. But in that split second it takes to reload, switch your weapon or even find more ammo, the enemy can close in to give you fisticuffs and end you on the spot. It takes 7 punches to limbs/body, 15 to vests and 7 to the head. Not sure if it will score it as a head shot though.


Alt fire will have them do what looks like a breaking hold with both hands and knock the opponent's current weapons from their hands. What you are really doing is kicking them. You just do not see your leg in first person.


To do a jump kick while carrying a weapon and also knock the weapons from the enemy's hands, you simply jump at them with a weapon in your hand. No need to press the space bar twice. You jump once near or towards them and you will knock what ever was in their hands away. You can do this up to five times before they are both left empty handed and dead by that point. If you have no weapon in hand, jump and hit Alt_fire to do the jump kick.

I assume due to the nature of hit boxes, it is very hard or impossible to hit the head or it simply counts as a limb in this instance.
Knives

Another weapon most people will over look, except to look cool is the knife. The knife actually has a few good things going for it. It is virtually silent. Three slashes to the limbs/body will KO someone. 2 thrown to the limbs/body/vest or 1 to the head will kill them. Although it is very hard to hit the head due to how the knife rotates in the air. Also hitting an unprotected limb will cause bleeding.

Speaking of rotation, you can actually bounce the knives off most surfaces. Walls, ceilings and even the floor and a combination of them. Just takes some practice and knowledge of the angles needed.
Beretta

Damage- 4 hits to the limb/body, 8 to vest and 2 to head. Will always induce bleeding to non-protected body parts.

Fast firing. Fast reloading. Holds 15 rounds or top off at 16.

Starts with an extra mag. You can hold 2 normally. Or with the bandolier start with 2 mags and hold a maximum of 4.

Can use the silencer.
Can use the laser sight.

Can dual wield.
Can use the silencer during dual wield, but not the laser sights.

Primary fire (or just hold the mouse button) is semi-automatic fire.
Alt-fire is three round burst.
Colt 1911

Damage- 3 hits to the limb/body, 6 to vest and 2 to head. Will always induce bleeding to non-protected body parts.

Fast firing. Fast reloading. Holds 7 rounds or top off at 8.

Starts with an extra mag. You can hold 2 normally. Or with the bandolier start with 2 mags and hold a maximum of 4.

Can use the silencer.
Can use the laser sight.

Can dual wield.
Can use the silencer during dual wield, but not the laser sights.

Primary fire (or just hold the mouse button) is semi-automatic fire.
Desert Eagle

Damage- 3 hits to the limb/body, 6 to vest and 2 to head. Will always induce bleeding to non-protected body parts.

Medium firing. Fast reloading. Holds 7 rounds or top off at 8.

Starts with an extra mag. Bandolier start with and maxes at 2.

Can NOT use the silencer.
Can use the laser sight.

Can NOT dual wield.

Primary fire trigger squeeze one shot at a time.
Magnum

Damage- 2 hits to the limb/body, 4 to vest and 2 to head. Will always induce bleeding to non-protected body parts.

Slow firing. Medium reloading. Holds 6 rounds. Can NOT top off.

Starts with 6 extra rounds. You can hold 12 normally. Or with the bandolier start with 12 rounds and hold a maximum of 24.

Can NOT use the silencer.
Can use the laser sight.

Can NOT dual wield.

Primary fire is just squeeze the trigger to fire a round slowly.
Colt SAA (Single Action Army)

Damage- 2 hits to the limb/body, 4 to vest and 1 to head. Will always induce bleeding to non-protected body parts.

Fast firing. Slow reloading. Holds 6 rounds. Can NOT top off. You can however reload one round at a time, meaning if you only needed two, instead of all six to finish the job, the reload does not take so long.

Starts with extra 6 rounds. You can hold 12 normally. Or with the bandolier start with 12 rounds and hold a maximum of 24.

Can NOT use the silencer.
Can NOT use the laser sight.

Can dual wield.

Primary fire (or just hold the mouse button) is "semi-automatic" fire.
Alt-fire you can "fan" the hammer that fires off all 6 rounds in very quick succession if the right mouse button is held down. The fastest firing pistol. You can not fan the hammer while you are dual wielding

Recommendation- Being able to 1 shot anyone, regardless of body armour, is quite the feature of this humble pistol. Not to mention the sheer quick firing nature in fanning mode, if you can master the pull of the weapon. But the small volume of rounds down range and slow reload does hinder it some what.
Pump-action Shotgun

Damage- 1 hit to the limb/body, 2 to vest and 1 to head. This is calculated at point blank range. The further the opponent, the more rounds it will take. Account for the spread of the buckshot. Will always induce bleeding to non-protected body parts.

Slow firing. Slow reloading. Holds 6 shells. Can NOT top off. You can however reload one round at a time, meaning if you only needed two, instead of all six to finish the job, the reload does not take so long.

Starts with extra 6 rounds. You can hold 12 normally. Or with the bandolier start with 12 rounds and hold a maximum of 24.

Can NOT use the silencer.
Can NOT use the laser sight.

Can NOT dual wield.

Primary fire squeeze to let off a round.
Alt-fire same thing.

Recommendation- Being able to 1 or 2 shot anyone, regardless of body armour, is quite the feature of this weapon. If you know you are going to go down a long corridor or completely out in the open, use the pistol to snipe or send quick rounds down range. If you can close the distance, pull out the shotgun and even the score. If in close quarters, well... there is a reason the Germans wanted to ban the Americans from carrying what was nicknamed the "Trench Clearers"...
Double barreled sawed- off shotgun

Damage- 1 hit to the limb/body, 2 to vest and 1 to head. This is calculated at point blank range. The further the opponent, the more rounds it will take. Account for the spread of the buckshot. Will always induce bleeding to non-protected body parts.

Slow firing. Slow reloading. Holds 2 shells. Can NOT top off.

Starts with extra 6 rounds. You can hold 12 normally. Or with the bandolier start with 12 rounds and hold a maximum of 24.

Can NOT use the silencer.
Can NOT use the laser sight.

Can NOT dual wield. (sadly ^^! )

Primary fire squeeze to let off both rounds.
Alt-fire one round.

Recommendation- Be aware although this is basically a guaranteed kill up close with both barrels. If you are at a distance of more than ten or twelve paces, the buckshot literally disintegrate into the air. You could literally stand just outside it's range and talk crap to your opponent. They can not hit you. The only weapon to have an actual distance barrier built in. And I am not talking spread will be bad at medium to long ranges. I mean they simply disappear from thin air.
Submachine gun (SMG)

Damage- 6 hits to the limb/body, 12 to vest and 2 to head. Bleeding is possible, but not guaranteed.

Fast firing. Fast reloading. Holds 30 bullets or top off at 31.

Starts with 1 extra mag and you can not collect anymore. Or with the bandolier starts with and maxes out at 2.

Can use the silencer.
Can NOT use the laser sight.

Can NOT dual wield.

Primary fire fully auto.

Final conclusion- Nice volume of fire and quick. But lacks punch.
Assault Rifle (M16/AR-15)

Damage- 5 hits to the limb/body, 11 to vest and 2 to head. Induces bleeding.

Fast firing. Fast reloading. Holds 24 rounds or top off at 25.

Starts with 1 extra mag and you can not collect anymore. Or with the bandolier starts with and maxes out at 2.

Can NOT use the silencer.
Can use the laser sight, although you wont see the equipment attached to your weapon, you will see the red dot.

Can NOT dual wield.

Primary fire fully auto.
Alt-fire three round burst.

Final conclusion- Nice volume of fire and quick. But lacks punch.
Sniper rifle

Damage- 2 hit to the limb/body, 3 to vest and 1 to head. Even though it takes 2 hits to kill with limbs or body, it takes so much health away, that at full hit points, you will bleed out literally in seconds. It might as well just kill you with one shot. I do not even think you can apply and finish first-aid in time before you bleed out.

Slow firing. Slow reloading. Holds 6 bullets or top off with 7.

Starts with 1 extra mag and you can not collect extra. Or with the bandolier starts with and maxes out at 2.

Can use the silencer.
Can NOT use the laser sight.

Can NOT dual wield.

Primary fire squeeze to let off a round.
Alt-fire toggles zoom levels.

Recommendation- You can not "no-scope" with this weapon. It simply shoots off center every time when not using the scope. Scoping to the 2x or 4x power is very accurate however. Be aware when you fire you pull the lever back automatically, thus pull the scope from your eye. Do not press the right mouse button again if you want to keep your current zoom, as it goes back to it after the round is chambered. Pressing it will just change the zoom and thus throw you off. It is a mechanic you need to get used to.
Grenade

It's a throwable explosive. Not much to say about it. You pull the pin and throw it. In an enclosed space where there is no where to run, it is very deadly. Out in the open and the opponent sees it coming, they can run and hide from it. Point blank will kill anyone. I do not know it's damage drop off, but the further you are away from it, the better.

Primary fire is pull the pin and throw it.
Alt-fire is pull the pin and cook it off. It has a five second fuse so if you can time it right, the enemy will not know you threw it till it is too late. If you are too late in throwing it, you're dead.
Alternate way to gain ammo
If you prefer a particular weapon, but can not find ammo for it. If you can find the same weapon on the ground, you can drop your current weapon and pick up the new one for a fully loaded weapon. Any magazines you may have already collected, you have those as well. Any old bullets from the old weapon, will be left in the old one. Not sure if the newer weapon you picked up will respawn until it is either dropped and disappears or you die first.a
2 Comments
-$ilver-  [author] 13 Nov, 2022 @ 4:55pm 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2314184614

This was my first guide which I have updated since. The middle section has explanations of the items/equipment. There are so few, it will not be as long as the Advanced Weapons Guide, but I try to explain how it works. Maybe I could make it it's own guide, but again it is pretty short. If you have any questions or suggestions let me know. :steamhappy:
TBgλmer 13 Nov, 2022 @ 4:38pm 
can you do a items one? would like to see this much quality on one