PlanetSide 2

PlanetSide 2

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TR Infantry Weapons
By Banan
A brief review of every TR infantry weapon
   
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About this guide
This guide contains a list of every infantry weapon available to TR, along with what I consider to be their most standout features. Positive traits will be labeled with a "+", and drawbacks are labeled with a "-". I also label a few weapons as "Meta™" if they are considered to be among the best-in-class weapons based on community consensus and personal experience, although this can be subjective.

Any mention of bullets-to-kill or time-to-kill assumes the target is standard infantry unless stated otherwise.

"0.75x ADS" Means you move faster while aiming than you would with other weapons.

This list will not include weapon re-skins, such as gold or black variants, that are otherwise functionally identical to their base counterparts. I'm also not covering consumables, because you already know what a grenade does.

Last updated July 21, 2023
Sidearms (Pistols)
Note that the pistol meta is heavily centered on the NS-44 Commissioner, NS-357 Underboss, and NS-45 Pilot. Faction-specific pistols currently have a niche being used by stalker-cloak infiltrators, though they face competition in that niche from both the meta and other NS sidearms.

All TR-specific pistols have access to KCAP ammo.
All pistols besides the Showdown have 0.75x ADS speed.

TR Sidearms

TX1 Repeater
Default Pistol. 3x Burst. Comparable to an NS-45 Pilot, with less damage per bullet and faster rate of fire. Decent close-range panic option.
  • +Most viable starting pistol
  • +Highest damage per second of all TR pistols
  • +Can easily reach full-auto by spamming the trigger
  • -Inaccurate at range

TX2 Emperor
Semi-auto. Designed for longer ranges than other pistols, but has pitiful damage output.
  • +Best aimed accuracy, reload speed, velocity, and damage per bullet among TR pistols
  • -Much lower fire rate results in the lowest damage per second among TR pistols
  • -Not worth the tradeoff

TS2 Inquisitor
2x Burst Pistol. Big magazine. The Inquisitor is slowly gaining popularity.
  • +Very large magazine capacity for a pistol; high damage per magazine
  • +Best hipfire accuracy and second best aimed accuracy among TR pistols, and can attach a compensator
  • -Somewhat low damage per second
  • -Slow reload speed

T4 AMP
Full-auto, and the only faction-specific full-auto pistol besides The President. Damage per second is comparable to the Repeater.
  • +Fastest firing sidearm
  • +Good Damage per second
  • -Low damage per magazine
  • -Very Inaccurate

The President
Directive Reward Pistol. Full-auto variant of the Repeater.
  • +Full-auto
  • +Magazine size can be doubled with a special extended magazine attachment
  • +Longer minimum damage range and less bloom
  • -Smaller default magazine than the base Repeater

NS Sidearms (Common Pool)

NS-44 Commissioner
Revolver. The king of all pistols. Can kill an infiltrator with a single head shot and finish off anyone else, but requires skill as inaccuracy is heavily punished.
  • +Meta™
  • +Extremely high damage; can 1-shot infiltrators
  • -Slow fire rate
  • -Slow reload
  • -Slower equip speed than other pistols

NS-357 Underboss
Revolver. If the Commissioner is the king, then the Underboss is the prince. The Underboss does less damage than its larger relative but is much more user-friendly in return, and still hits harder than other pistols.
  • +Meta™
  • +Faster fire rate than the Commissioner
  • +Faster reload than the Commissioner
  • -Less damage than the Commissioner

NS-45 Pilot
3x burst pistol. Its high-caliber rounds can kill standard infantry in a single burst if all 3 shots hit the head, though that's easier said than done. It's a good close-range panic option as well.
  • +Meta™
  • +High damage can potentially kill in a single burst
  • -Bad at range

NS-61 Emissary
Full-auto pistol. Functions well as a pseudo-primary, especially for stalker infiltrators, but lower burst damage makes it worse than the revolvers as a panic option. Slightly less damage per second than the T4 AMP but much more reliable at range.
  • +Accurate
  • +Large Magazine
  • +Fastest reload among common-pool sidearms
  • -Somewhat lacking in raw damage output

NS-44L Blackhand
Revolver. A modified Commissioner adapted to longer ranges at the expense of close-range effectiveness. Comes with a mandatory built-in 4x scope.
  • +Higher velocity than the Commissioner
  • +More damage at range than the Commissioner
  • +Better aimed accuracy than the Commissioner
  • -Worse hip-fire accuracy than the Commissioner
  • -Smaller magazine than the Commissioner

Hunter QCX
A crossbow. Seems like a dated design but the Hunter is quiet and has access to a variety of bolt types including explosive, detect, and incendiary.
  • +Access to a variety of unique ammo types that let it fill unusual roles
  • +Very high damage per shot
  • +Quieter than most weapons, will only reveal user to enemies 10 meters or less away.
  • -Lower than normal head shot multiplier; can one-shot-kill infiltrators on headshot but lacks the followup of the commissioner
  • -Very long equip time for a sidearm and low fire rate makes it a poor backup option
  • -Very low muzzle velocity
  • -Explosive bolts do very little damage to armor, detect bolts are less effective than recon darts, and incendiary bolts do less damage to single targets than regular bolts.

UBP-1 Starfish
See Amphibious Weapons

Black Market Sidearms

NS-44L Showdown
Revolver. You'd think that taking the scope off of a Blackhand would turn it back into a Commissioner, but instead you wind up with this. It's recommended required to listen to Texas Red while using this weapon.
  • +Greater hip accuracy compared to the Blackhand
  • +Fires faster than the Blackhand while aimed
  • -No optics, but aiming will still increase accuracy
  • -Slower fire rate than the Blackhand while not aimed
  • -Only sidearm with 0.5x ADS speed

NS-357 IA
Revolver. A strange variant of the Underboss that fires two shots at once in a tight shotgun-like cone, which will kill standard infantry if both shots hit the head at point-blank. However, it will likely take an entire magazine or more to kill a target outside of point blank or without head shots.
  • +Fires two rounds at once that can kill at point blank
  • +Greater hip accuracy than the Underboss
  • -Slower fire rate than the Underboss
  • -Less damage per bullet than the Underboss
  • -Very harsh damage drop off beyond point-blank

NSX Yawara
Full-auto pistol. A variant of the Pilot that fires slower but in full-auto. Generally considered worse than the Pilot as a panic weapon and worse than the Emissary as a pseudo-primary.
  • +It's a full-auto Pilot
  • -Slower fire rate and velocity than the Pilot
Shotguns
Shotguns come in three primary flavors:
  • Semi-Automatics which are more effective at range
  • Fully-Automatics which focus on close-range damage per second
  • Pump-Actions that can one-shot-kill but cycle rounds slowly

All shotguns have 0.75x ADS speed.

TR Shotguns

FA1 Barrage
Default Shotgun. Semi-auto, magazine-fed. Balanced but usually worse than alternatives in practice.
  • +Fastest reload speed among magazine-fed shotguns
  • +Higher minimum damage than other shotguns
  • -Out-competed for effectiveness at range by the NS Baron G5
  • -Out-competed for effectiveness in close quarters by just about everything else

TS4 Haymaker
Semi-auto, magazine-fed, high capacity shotgun. A closer-range variant of the Barrage.
  • +Larger magazine
  • +Longer maximum damage range
  • -Slowest reload among magazine-fed shotguns
  • -Less damage at range
  • -Slightly less velocity

AS16 NightHawk
Full-auto magazine-fed shotgun. Not very subtle.
  • +More damage per pellet at close range
  • +Faster rate of fire
  • -Less damage at range
  • -Less accurate
  • -Slow reload

TRS-12 Uppercut
Pump-action, tube-fed, high-capacity shotgun. Little brother to the Blackjack.
  • +Can kill with a single trigger-pull
  • +Larger magazine than the Blackjack
  • +Faster reload and chamber speed than the Blackjack
  • +More accurate than the Blackjack
  • -Less damage per shot than the Blackjack

TAS-16 Blackjack
Pump-action, tube-fed, high-damage shotgun. Trades a round per magazine for an additional pellet per shot. Focuses on raw burst damage.
  • +Can kill with a single trigger-pull
  • +Most pellets per shot
  • -Slower reload and chamber speed
  • -Smaller magazine
  • -Less accurate

Havoc
Directive reward shotgun. Essentially a shiny, full-auto Barrage.
  • +Full-auto but with a semi-auto's stat spread
  • +Longer maximum damage range
  • +Larger magazine
  • -Heavier recoil
  • -Longer reload

NS Shotguns (Common Pool)

NS Baron G5
Tube-fed, semi-auto shotgun. Despite its low damage and potentially slow reload process, the Baron's tight pellet spread makes it more effective and reliable at longer ranges than other shotguns.
  • +Meta™
  • +Tight pellet spread
  • +Damage drops off slower than other shotguns
  • +Higher velocity than other shotguns
  • -Low damage
  • -Tube-feeding can make reloading a lengthy process

Black Market Shotguns

NS Viscount G6
Tube-fed, semi auto shotgun with a built-in silencer. One of the best Black Market weapons.
  • +Meta™
  • +It's a silenced Baron, and the only silenced shotgun.
  • +Larger magazine than the Baron
  • -No smart choke access
  • -Fire rate, damage fall-off, and velocity are all worse than the stock Baron's
SMGs (Submachine Guns)
Submachine guns are focused on fast-paced close-quarters engagements but can reach out farther than shotguns in emergencies. Carbines are usually as good or better than SMGs for most engagements, so SMGs are typically only used by infiltrators and ASP-enrolled light assaults.

All SMGs have 0.75x ADS speed.

TR SMGs

SMG-46 Armistice
High-damage submachine gun. AKA the "farmistice."
  • +Meta™
  • +Extremely high fire-rate
  • -Inaccurate and hard to control at range

PDW-16 Hailstorm
A worse alternative to the Armistice with a well-endowed magazine. AKA the "failstorm."
  • +Much larger magazine
  • -Lacking damage output
  • -Still inaccurate and hard to control at range

MG-S1 Jackal
A slower-firing but harder-hitting SMG that has very unique attachment options, namely the BX Adapter which allows the gun to fire extremely quickly after a spinup delay.
  • +Access to Hybrid Suppressor, BX Adapter, and KCAP ammo
  • +Harder hitting, slower firing model makes having similar accuracy stats to the Armistice less noticeable
  • -BX Adapter's spinup time is very punishing, and takes up an important attachment slot

Shuriken
Directive reward SMG. A shiny Armistice with a larger magazine.
  • +Larger magazine, can be increased further with Extended Magazines
  • +Access to KCAP ammo
  • -Longer reload time

NS SMGs (Common Pool)

NS-66 Punisher
A unique SMG with a respectable damage model and an integrated grenade launcher. The default grenades do less damage than other underbarrel launchers, but can be modified to have unique effects depending on the class using it. The Punisher also has the unique ability to equip an additional rail attachment along with its grenade launcher.
  • +Meta™
  • +Higher RPM than other SMGs of its caliber
  • +Unique adaptive class underbarrel launcher that doesn't sacrifice rail attachment access
  • +Better damage at range with low fall off
  • -Low muzzle velocity

NS-7 PDW
A very controllable SMG that can easily hit targets pushing into carbine range. Contrary to its in-game description, the PDW does not hit hard at all, so don't expect to win any trades at its preferred range.
  • +Accurate with very forgiving recoil
  • -Low damage, other SMGs can outperform it with practice

MKV Suppressed
A variant of the NS-7 PDW with an integrated suppressor. It has 20m/s more velocity than if the PDW used an aftermarket suppressor. It also fires slightly faster, presumably as compensation for losing most of its ranged effectiveness.
  • +Integrated suppressor; very slightly better velocity than other suppressed SMGs
  • +Slightly higher fire rate than the NS-7 PDW
  • +Inherits good accuracy stats from the NS-7 PDW, but can't really make use of them because:
  • -Harsh damage fall off (thanks to the built-in suppressor)
  • -Low damage output in general
  • -Integrated suppressor cannot be combined with another barrel attachment, nor can it be removed

NSX Tengu
Like all NSX weapons, the Tengu is gimmicky. Instead of normal bullets, the Tengu rapidly fires groups of 4 pellets in a shotgun-like spread. The spread is tightened while aiming.
  • +Heavy damage at very close range when all pellets connect
  • +If your aim is poor, you may still hit a few pellets
  • -If your aim is good, you may still miss a few pellets
  • -Bad at range, even by SMG standards

Black Market SMGs

NSX Kappa
A modified Tengu that fires 3 pellets instead of 4 with an increased fire rate and ranged effectiveness. Essentially a direct upgrade to the Tengu.
  • +More damage per second; higher rate of fire than the Tengu
  • +Larger magazine
  • +Better damage at range than the Tengu
  • -Less raw damage per shot
Carbines
Carbines are a diverse group of weaponry that can fit a variety of combat roles, but are most well known for their short-to-mid range effectiveness. Carbines also lose much less hipfire accuracy while midair compared to other weapons. TR carbines tend to be specialized to work well at specific ranges.

TR Carbines

TRAC-5
Default carbine with balanced stats, next to which all other TR carbines are judged.
  • +Jack of all trades
  • -Master of none

LC3 Jaguar
Close-quarters carbine. Extremely tight hipfire makes it the premier aerial combatant. It also has faster ADS speed. This will feel like a direct upgrade to the TRAC-5 for most players.
  • +Meta™
  • +Tight hipfire
  • +Coveted 0.75x ADS speed
  • +Easier recoil angle
  • -Slower reload
  • -Slower velocity

LC2 Lynx
Close-quarters carbine and the fastest firing fully automatic weapon in the game.
  • +Meta™
  • +Fastest rate of fire of any fully-automatic weapon; high damage per second
  • +Quick reload for a close-quarters carbine
  • -Damage quickly falls off beyond close-range

MG-C1 Kindred
Unique carbine that fires high-damage rounds at a high fire rate for the first seven bullets of every trigger-pull, and doesn't sacrifice much of anything for the extra firepower.
  • +Meta™
  • +High damage per second with good trigger discipline
  • -Demands good trigger discipline to maximize effectiveness
  • -Lower magazine size than other Terran carbines, though its higher caliber rounds compensate for this.

T5 AMC
Mid-range carbine. Sacrifices damage for accuracy and ease-of-use. Fulfills a similar role to the NS-11C and HC1 Cougar.
  • +Great accuracy and velocity
  • +Quick reload speed
  • +Coveted 0.75x ADS speed
  • +Access to KCAP ammo
  • -Low damage per second

HC1 Cougar
Mid-range carbine. Unlike most Terran weapons, it has more damage per bullet and less fire rate. Similar niche to the T5 AMC and NS-11C.
  • +High caliber bullets perform better at range
  • +Quick reload
  • +Access to KCAP ammo
  • -Low damage per second

TRAC-5 Burst
3x burst variant of the TRAC-5, like it says on the tin. Has a few subtle changes that push it towards medium ranges, including reduced first-shot recoil.
  • +Will burst fire for you
  • +Better aimed accuracy and less recoil
  • -Worse hipfire accuracy
  • -Difficult to use in close range

TRAC-5 S
Select variant of the TRAC-5 that sacrifices fire rate for attachment access, including underbarrel launchers that engineers can resupply with their own ammo packs.
  • +Wide attachment selection, including underbarrel launchers and shotguns
  • +Lower first-shot recoil
  • -Lower fire rate and damage per second

TRAC-Shot
Directive reward Carbine. A Shiny TRAC-5 with an impulse launcher and built-in laser sight.
  • +Access to impulse launcher, smoke launcher, underbarrel shotgun, and KCAP ammo
  • +Built-in laser sight that can be combined with another rail attachment
  • -Lower velocity

NS Carbines (Common Pool)

NS-11C
Adaptable carbine. It has low damage output but makes up for it with easy handling and wide attachment selection, including underbarrel launchers. It combines the accuracy of a mid-range carbine like the T5 AMC and HC1 Cougar with the adaptability of a select carbine like the TRAC-5 S, but has even less damage than those low-damage options.
  • +Good velocity, accuracy, and reload speed
  • +Wide attachment selection, including underbarrel launchers
  • +Coveted 0.75x ADS speed
  • -Low damage per second

NSX Tanto
This carbine is unique in that it has pinpoint-accuracy for the first bullet of every burst, as long as your feet are touching the ground. However, it pays dearly for this ability. Not only is it the lowest damaging carbine, it's also one of the lowest-damaging weapons in the entire game.
  • +Pinpoint-accurate first shot per burst
  • +Low recoil and good velocity
  • -Extremely low damage output
  • -High cone of fire bloom
Assault Rifles
Assault rifles are the highlight of the TR arsenal, with many good options to choose from. Like TR carbines, TR assault rifles tend to focus on specific ranges, but lean more towards mid-range engagements than their smaller counterparts.

TR Assault Rifles

T1 Cycler
Default assault rifle and a balanced midpoint for the assault rifle lineup. It leans slightly towards closer-range engagements but is more than capable of reaching out when needed.
  • +Jack of all trades
  • -Master of none
  • -Lacking barrel attachments (no compensator or heavy barrel)

TAR
Close-range assault rifle. The Terran Assault Rifle focuses on closer ranges, damage, and agility in return for worse performance at range.
  • +Meta™
  • +Coveted 0.75x ADS speed
  • +Tight hip-fire accuracy
  • +High damage per second
  • +Access to KCAP ammo
  • -Long reload
  • -Damage falls off quickly at range

Cycler TRV
Close-range assault rifle. TR's most damaging assault rifle. While deadly, it is difficult to control, requiring a combination of skill and luck to hit targets at longer ranges.
  • +Very high fire rate; highest damage per second of any TR assault rifle
  • -Inaccurate hipfire, strong recoil, and low muzzle velocity
  • -Very long reload time
  • -Damage falls off quickly at range

TORQ-9
Adaptable assault rifle. Like the T1 Cycler, it is a jack of all trades, but it leans slightly more towards longer-ranged engagements. It has great attachment selection including underbarrel launchers and shotguns. It's high fire rate and low caliber rounds are unusual for a mid-range weapon.
  • +Better velocity and aimed moving accuracy, with low recoil
  • +Fast reload
  • +Wide attachment access including KCAP ammo, underbarrel launchers, and underbarrel shotguns
  • -Not particularly good at any one job

SABR-13
2x burst, mid-range assault rifle. The SABR may feel like a scout rifle in disguise with its hard hitting and accurate rounds.
  • +Very accurate at range
  • +Access to underbarrel launchers and shotguns
  • -Burst-fire makes it difficult to use at closer ranges
  • -Smaller magazine size

MG-A1 Arbalest
6x burst assault rifle. A bit of an oddity in the TR assault rifle lineup. Intended for mid-range, but can also operate well at closer ranges with enough skill. Within its maximum damage range of 10 meters, it can kill even an overshielded heavy assault if it lands a full burst to the head. However, it suffers from heavy horizontal recoil which makes landing its bursts a challenge. It has access to a few unique attachments.
  • +Very high damage bursts, if you can hit them
  • +Unique attachments, including the stabilizing rotor and an incendiary launcher
  • -Heavy horizontal recoil and less velocity than the SABR
  • -Lacking in attachment options, especially in the barrel slot. Stabilizing rotor cuts into its damage output unlike a compensator or heavy/short barrel would. The incendiary launcher is cute but won't kill most targets from full health.
  • -Enforced delay between bursts hurts its close-quarters performance

T1B Cycler
A burst-fire T1 Cycler, like it says on the tin. Reduced first-shot recoil and better aimed statistics at the expense of hipfire.
  • +Will burst fire for you
  • +Better aimed accuracy and less recoil
  • -Worse hipfire accuracy
  • -Difficult to use at close-range

T1S Cycler
Select variant of the T1 Cycler that sacrifices some fire rate for better attachment access, including underbarrel launchers.
  • +Good attachment access, including underbarrel launchers and shotguns
  • +Slightly faster reload
  • -Lower fire rate and damage per second
  • -Slightly more vertical recoil

T1A Unity
Directive reward assault rifle. A shiny T1 Cycler with a built-in forward grip and access to a cure launcher among other attachments.
  • +Access to cure launcher, incendiary launcher, heavy magazine, and heavy barrel
  • +Built-in forward grip that can be combined with another rail attachment, including a second forward grip to increase its bonus (don't ask me how that works)
  • -Slightly longer equip time

NS Assault Rifles (Common Pool)

NS-11A
Adaptable assault rifle. Trades damage output for easy handling and attachment access, including underbarrel launchers.
  • +Good velocity, accuracy, and reload speed
  • +Wide attachment selection, including underbarrel launchers
  • +Coveted 0.75x ADS speed
  • -Low damage per second

NSX Yumi
5x burst assault rifle. The Yumi goes through a short delay before and after firing a burst of 5 shots at an extreme 1000 RPM, with enough damage to kill even an overshielded heavy with head shots. But without headshots, it takes at least 6 body shots to kill standard infantry. The delay-fire mechanic is extremely punishing, as failing to kill with the initial burst will likely result in the target escaping, or worse, returning fire.
  • +Extremely high burst damage when hitting head shots
  • +Good accuracy and very fast reload
  • +Good attachment selection including underbarrel launchers
  • -Pitiful damage per second when accounting for delays between bursts
Hybrid Rifles
An underrepresented weapon class that gives an assault-rifle analogue to engineers and heavy assaults. Currently, there is only one hybrid rifle.

Black Market Hybrid Rifles

NSX Kuwa
Full auto hybrid rifle. A variant of the NSX Yumi that also must charge before firing, and fires slower than the Yumi, but will continue to fire in full-auto until the trigger is released or the magazine is empty.
  • +Only needs to be charged once per magazine
  • +Technically higher fire rate when accounting for the Yumi's charge delays
  • -Lower fire rate while firing (750 v.s. the Yumi's 1000)
  • -Lower damage per bullet, steeper damage falloff, and shorter minimum damage range
  • -Slightly slower reload
LMGs (Light Machine Guns)
LMGs are known for their large magazines and point-holding abilities. Most LMGs sacrifice some close-quarters effectiveness in the form of inaccurate hipfire for strong mid-range suppressive power. However, all factions have access to one or two "close quarters" LMGs that are as popular as they are infamous for for their handling and damage output.

TR LMGs

T9-CARV
Default, high-capacity, balanced LMG. While balanced, it leans slightly towards closer-range engagements but can reach out when needed. The CARV's massive 100-round magazine and damage output are only held back by a long reload.
  • +Very large magazine
  • +High damage per second
  • -Long reload
  • -Lacking barrel attachments (no compensator or heavy barrel)

MSW-R
Close-quarters LMG. TR's most popular LMG, and possibly TR's most popular weapon overall. It shares a damage model with the CARV, but has other stats that better suit a more mobile hit-and-run playstyle.
  • +Meta™
  • +High damage per second
  • +Very fast reload (for an LMG)
  • +Easier recoil and good hipfire accuracy
  • -Very small magazine (for an LMG)
  • -Less velocity

MG-H1 Watchman
Adaptable, balanced LMG. While balanced, it leans into slightly longer engagement ranges than the CARV. Has the fastest fire rate of any LMG but also the lowest caliber. It can potentially out-damage even the more meta LMGs with enough headshots and has the accuracy to make it happen, given the right attachments for the engagement.
  • +Potentially TR's fastest killing LMG in optimal conditions
  • +Gigantic magazine
  • +Good hipfire accuracy and low recoil
  • +Decent attachment selection, including Impact Ammunition
  • -Lower raw damage output
  • -Damage falls off quickly without Impact Ammunition
  • -Extremely slow reload

TMG-50
Mid-range LMG. An oddball among TR weapons that uses slower-firing but harder-hitting rounds. Designed to take off heads at longer ranges.
  • +High damage per bullet
  • +Low horizontal recoil
  • +Slightly faster reload
  • -Low rate of fire
  • -Slightly smaller magazine
  • -Strong vertical recoil
  • -Middling damage output

T16 Rhino
Mid-range LMG. Like its brother the T32 Bull, it sacrifices damage for accuracy and ranged effectiveness. The Rhino is designed for sustained fire, with a large 100-round magazine that can be doubled to 200 rounds with an extended magazine attachment. It features a capped aimed-cone-of-fire, further increasing its sustained-fire effectiveness. It's one of the only weapons in the game that maintains its maximum damage up to 20 meters, instead of the standard 10 meters.
  • +Capped cone-of-fire while aiming
  • +Very large magazine that can be doubled with extended mags
  • +Low recoil and better velocity
  • +Fast reload
  • +Higher minimum damage, and maintains maximum damage for longer
  • +Access to KCAP ammo
  • -Low damage output
  • -Missing soft point ammo

T32 Bull
Mid-range LMG. Like its brother the T16 Rhino, it sacrifices damage for accuracy and ranged effectiveness. The bull is accurate both from the hip and while aimed. It also reloads extremely quickly, but sacrifices magazine size for the privileges.
  • +Best hip accuracy, low recoil, and better velocity
  • +Extremely fast reload
  • +Higher minimum damage
  • +Access to KCAP ammo
  • -Low damage output
  • -Small magazine

T9 CARV-S
Select LMG. A variant of the CARV that sacrifices a little fire rate for better attachment access and slightly less recoil.
  • +Wide attachment selection
  • +Very large magazine
  • +Slightly faster reload
  • +Easier recoil
  • -Lower fire rate and damage per second

T9A "Butcher"
Directive reward LMG. A shiny CARV with a colossal 150-round magazine than can be doubled with extended mags to a ridiculous 300-rounds per magazine! It also fires slightly faster! For these perks, it only sacrifices some velocity, equip time, and dozens of hours (or more) to unlock.
  • +Hilariously large magazine
  • +Slightly faster rate of fire and higher damage per second
  • +Access to KCAP ammo
  • -Slightly longer equip time
  • -Lower velocity
  • -Lacking in attachments; only has access to heavy barrel in the barrel slot, and doesn't have access to forward grips.

NS LMGs (Common Pool)

NS-15M2
Balanced LMG. The NS-15M2 is currently the only LMG with the much sought-after 0.75 ADS speed multiplier, making it a popular choice despite its low damage output. Comparable to the T32 Bull, but with even less damage output, worse recoil, slower velocity, and smaller magazine size.
  • +Coveted 0.75x ADS speed
  • +Fastest reloading LMG
  • +Easy recoil and great hip accuracy
  • +Wide attachment selection
  • -Very low fire rate and damage per second
  • -Small magazine

NSX Naginata
Mid-range LMG. A bizarre LMG that, while the user is stationary, sports a capped cone of fire that is 2 to 3 times tighter than the cap seen on the T16 Rhino. However, the Naginata loses this cap while moving, and lacks the velocity to easily hit mid-range targets. It's high maximum damage can make it dangerous in close-quarters, but it lacks the hipfire accuracy of the MSW-R or NS-15M2.
  • +Capped cone of fire while stationary
  • +Higher maximum damage than normal, and high minimum damage
  • +Slightly better hip accuracy than average
  • +Fast reload
  • -Low rate of fire and damage per second
  • -Inaccurate while moving
  • -Very low velocity
Scout Rifles
Scout rifles are designed for mid-to-long range engagements, bridging the gap between assault rifles and sniper rifles. Scout rifles have access to 6x scopes with no scope sway.

Scout rifles come in two flavors:
  • Semi-automatics which are designed for ranged effectiveness
  • Fully-automatics which which function like low-damage, high-accuracy assault rifles (with the exception of the Dragoon)

TR Scout Rifles

HSR-1
Semi-auto scout rifle. Has balanced stats while maintaining enough damage to 2-shot kill with headshots at any range. The HSR-1 is TR's fastest reloading scout rifle, and has access to explosive ammo.
  • +Can kill in 2 headshots at any range; tied for the fastest killing scout rifle with the NS-30 Vandal
  • +Fastest reload
  • +Access to explosive ammo, heavy magazine, weighted receiver, and comfort grip
  • -Missing high velocity ammo and soft point ammo
  • -Out-competed for its role by the NS-30 Vandal

AMR-66
Semi-auto scout rifle. The fastest-firing semi-auto scout rifle, and it can equip underbarrel launchers.
  • +Fastest rate of fire among semi-auto scout rifles
  • +Largest magazine among semi-auto scout rifles (other than the auraxium DMR-99)
  • +Fastest velocity and best aimed-moving accuracy without a weighted receiver attachment
  • +Access to underbarrel launchers, soft point ammo, high velocity ammo, weighted receiver, and comfort grip
  • -Lowest damage-per-shot among semi-auto scout rifles; requires at least 3 shots to kill past 15 meters

MG-HBR1 Dragoon
Full-auto scout rifle. Intended to be the longest-range scout rifle available to TR. Despite having a low fire rate, the Dragoon is fully-automatic, allowing its users to easily reach its max fire rate. For users that can click at a moderate pace, its single-fire barrel attachment transforms it into an extremely accurate long-range semi-auto scout rifle.
  • +No damage falloff. Can kill in 2 headshots at any range.
  • +Full-auto, and can equip a unique single-fire barrel to become an accurate semi-auto
  • +Perfect aimed accuracy in all stances
  • +Access to explosive ammo, heavy magazine, forward grip, and comfort grip
  • -Terrible hipfire, high vertical recoil without the single-fire barrel, and low velocity
  • -Low fire rate (though still slightly faster than its cross-faction counterparts)
  • -Smallest magazine, tied with the NS-30 Tranquility

SOAS-20
Full-auto scout rifle. Functions similarly to an assault rifle, particularly the NS-11A, but worse in almost every aspect except first-shot recoil. Typically only used by infiltrators, who lack access to actual assault rifles, and even then finds itself competing with amphibious rifles. (The shame!)
  • +Unbiased recoil with a low first-shot multiplier
  • -Low damage per second
  • -Very small magazine

DMR-99
Semi-auto, directive reward scout rifle. Essentially a shiny AMR-66 with a larger magazine, built-in compensator, and built-in forward grip. In return, it has slower reload speed and worse hip accuracy. It also notably has access to explosive ammunition, making it the fastest-firing weapon with explosive ammunition access.
  • +Fastest rate of fire among semi-auto scout rifles (same as the AMR-66)
  • +Largest magazine among semi-auto scout rifles
  • +Fastest velocity and aimed moving accuracy without a weighted receiver
  • +Built-in compensator and forward grip, and access to explosive ammunition
  • -Lowest damage per shot among semi-auto scout rifles (same as the AMR-66)
  • -Slower reload
  • -Worse hipfire accuracy

NS Scout Rifles (Common Pool)

NS-30 Vandal
Semi-auto scout rifle. Has the much sought-after 0.75x ADS speed multiplier, making it a great tool for peeking doorways and earning headshots. Maintaining a 2-headshot kill at all ranges with a large magazine, the Vandal only makes sacrifices in velocity, reload speed, and recoil.
  • +Meta™
  • +Coveted 0.75x ADS speed multiplier
  • +Can 2-headshot kill at any range, tied for fastest killing scout rifle with the HSR-1
  • +Best hipfire among semi-auto scout rifles
  • +Access to forward grip and high-velocity ammo
  • -Slightly worse recoil and velocity (can be compensated for with attachments)
  • -Slowest reloading scout rifle
  • -No access to weighted receiver or comfort grip

NSX Tomoe
Full-auto scout rifle. Similarly to the NSX Daimyo, the Tomoe has extremely low base damage but a higher than normal headshot multiplier. Combined with no damage dropoff, the Tomoe can kill in 4 headshots at any range. However, it is still outperformed by most mid-range weapons, and has too much randomized horizontal recoil to be reliable at longer ranges, meaning it is best used by infiltrators who lack mid-range options.
  • +Higher than normal headshot multiplier; can kill in 4 headshots
  • +High fire rate
  • +Good accuracy while crouched
  • -Abysmal base damage; body shots may as well be misses
  • -Strong horizontal recoil that kicks in a random direction, and terrible hipfire
  • -Extremely small magazine

Black Market Scout Rifles

NS-30 Tranquility
Semi-auto scout rifle. A variant of the Vandal that fires manticore ammunition which slows targets by 20% for a few seconds, making follow-up shots easier. It also features a unique integrated suppressor that raises muzzle velocity instead of lowering it like normal. As icing on the cake, it gets underbarrel launcher access. In return, the Tranquility fires slower, has a smaller magazine, and does less damage per shot. It maintains enough damage to kill standard infantry with 2 headshots, but will no longer kill non-infiltrator infantry using auxiliary shield past 150 meters in 2 headshots (boo hoo). One of the best Black Market weapons.
  • +Coveted 0.75x ADS speed multiplier
  • +Slows targets on hit
  • +Integrated suppressor that increases velocity instead of lowering it
  • +Can 2-headshot kill at any range if target does not have auxiliary shield
  • +Best hipfire among semi-auto scout rifles
  • +Access to underbarrel launchers, comfort grip, and heavy magazine
  • -Slower fire rate than Vandal
  • -Smallest Magazine, tied with the Dragoon
  • -Silencer is mandatory, and no access to forward grip or high velocity ammo

NSX Sesshin
Full-auto scout rifle. A variant of the NSX Tomoe that uses harder-hitting but slower-firing rounds, notably bringing the headshots-to-kill down to 3 at all ranges.
  • +3-headshot kill at all ranges
  • +Less hipfire bloom
  • +Good crouched accuracy
  • -Bodyshots are still worthless
  • -Slower fire rate
  • -Bad horizontal recoil and base hipfire accuracy
  • -Longer reload
Sniper Rifles
Tolerated by some and hated by others, snipers are here to stay. Most sniper rifles are designed for long-range, with scopes ranging from 6x to 12x magnification. These scopes "sway" over time, requiring the user to hold their breath to steady their aim. However, each faction has access to a few "close quarters" snipers that sacrifice long-range power for close-range (1x to 4x) optics that do not have scope sway. Sniper rifle bodyshot damage is reduced by nanoweave armor, but headshots ignore this reduction.

Snipers come in 3 flavors:
  • Bolt-actions, which can kill in a single headshot but chamber rounds slowly
  • Semi-automatics, designed for rapid follow-up shots
  • Burst-fire, unique to the TRAP-M1.

TR Sniper Rifles

M77-B
Bolt-action, long-range, default sniper rifle. Strikes a middle ground between chamber time, reload speed, and velocity.
  • +Highest uptime of the long-range sniper rifles
  • -Lowest velocity of the long-range sniper rifles

TSAR-42
Bolt-action, close quarters sniper rifle. One of the most infamous weapons in the game, combining 1-headshot kill potential with a fast chamber time and snappy optics. Despite its "close quarters" nature, it can still 1-headshot kill out to 200 meters. All of this, on an invisible class! Truly a triumph of game design.
  • +Meta™
  • +Fastest chamber time of any bolt-action
  • +Close range optics with no sway
  • +Higher maximum damage
  • -Tied for lowest velocity with the KSR-35

SR-7
Bolt-action, high-capacity, long-range sniper rifle. Has larger magazines and more reserve ammunition than other bolt-actions.
  • +Larger magazine and more reserve ammunition
  • +Faster velocity
  • -Slower chamber time and reload speed

RAMS .50M
Bolt-action, long-range sniper rifle. The longest-ranged sniper available, with the highest damage per shot and velocity of any sniper (other than the Bighorn).
  • +Very high velocity
  • +More damage per shot at all ranges
  • -Very slow chamber time and reload speed
  • -Worse hipfire accuracy

99SV
Semi-auto, long-range sniper rifle. Although it lacks 1-headshot kill potential on standard infantry, it can rapidly land consecutive headshots before targets can react, making it a great tool for dealing with overshielded heavy assaults at range. It has unique access to a ballistics computer attachment that removes scope sway.
  • +Rapid follow-up shots
  • +Better aimed-moving accuracy
  • +Access to ballistics computer and weighted receiver
  • -Can only 1-headshot kill infiltrators before 50 meters
  • -Tied for worst hipfire with the KSR-35

KSR-35
Semi-auto, close quarters sniper rifle. Time left this poor weapon behind. While it maintains decently high damage per shot, its supporting statistics are worse than most scout rifles. There's little reason to use this weapon.
  • +Close-range optics with no sway
  • +Rapid follow-up shots
  • +Better aimed-moving accuracy
  • +Access to weighted receiver
  • -Cannot 1-heashot kill any target
  • -Lower velocity than most scout rifles
  • -Worse aimed bloom per shot and tied for worst hipfire with the 99SV
  • -Worse damage per shot and damage falloff than the 99SV
  • -Worse than scout rifles in almost every way except damage per shot

TRAP-M1
Burst-fire sniper rifle. The TRAP uniquely has two firemodes that change its behavior. In 3x burst mode, it fires slower but with low delay between bursts. In 2x burst mode, it fires faster with better accuracy, but with longer delays between bursts. Previously considered a "trap purchase," it has received a slow trickle of buffs that have made it more competitive, though it struggles to shake its reputation.
  • +The only sniper of its kind
  • +Multiple firemodes for multiple effective ranges
  • +Best hip accuracy and aimed bloom of all snipers
  • +Generously low damage falloff
  • +Access to close-range optics and a 6x scope with no sway, along with forward grip, laser sight, and compensator
  • -Burst-fire nature makes both long-range precision and close-range spraying difficult
  • -Competes with both other snipers and scout rifles for a niche

Bighorn .50M
Bolt-action, long-range, directive reward sniper rifle. Essentially a shiny RAMS with a built-in compensator and straight-pull bolt. It also gets a slightly larger magazine, slightly faster velocity, and slightly more damage per shot, just enough to allow it to 1-headshot kill at any range and greatly extends the range that it can 1-headshot kill an overshielded heavy assault.
  • +Built-in compensator and straight-pull bolt that can be combined with other attachments
  • +Highest damage per shot of any sniper
  • +Highest velocity of any TR sniper
  • +Slightly larger magazine and more reserve ammunition
  • +Access to extended magazine, weighted receiver, and flash suppressor
  • -Built-in compensator worsens hipfire and reveals you up to 150 meters, for questionable benefit
  • -Slowest chamber time of any sniper and tied for slowest reload with the RAMS

NS Sniper Rifles (Common Pool)

NSX Daimyo
Semi-auto, adaptable sniper rifle. Like the NSX Tomoe, the Daimyo has very low base damage for its class, but a higher than normal headshot multiplier, requiring users to land headshots. In return, it can potentially land 1-headshot kills on up to 4 targets per magazine and has access to a 4x scope with no sway, all while maintaining a velocity found in longer-range snipers. It would be more infamous than the TSAR if it wasn't held back by strong recoil.
  • +1-headshot kill potential in a semi-auto package
  • +Access to a 4x scope with no sway, along with extended magazine, weighted receiver, and flash suppressor
  • +High velocity
  • -Abysmal base damage; requires at least 4 bodyshots to kill standard infantry
  • -Very strong recoil for a semi-auto sniper
Anti-Material Rifles
Anti-material rifles are a special kind of sniper rifle available only to engineers. They sacrifice some anti-infantry potency in exchange for greater damage against MAXes, light damage against heavily-armored vehicles, and better hipfire statistics.

TR Anti-Material Rifles

DAGR-81
Bolt-action, long-range anti-material rifle. The DAGR sacrifices most of its damage for higher uptime, faster velocity, and less damage falloff, giving it the questionable niche of annoying vehicles from extreme range. It is out-performed by the Archer in every other scenario. The DAGR can only 1-headshot kill standard infantry within a pitiful 22 meters.
  • +Extra damage to MAXes and vehicles
  • +Better velocity and less damage falloff
  • +Better chamber time and reload speed
  • +Larger magazine and more reserve ammunition
  • +Access to extended magazine and comfort grip
  • -Depressing damage per shot
  • -Extremely small 1-headshot kill range for a sniper
  • -Only has long range scopes with sway; no 4x scope available

NS Anti-Material Rifles (Common Pool)

NS-AM7 Archer
Bolt-action, balanced anti-material rifle. Fires a small explosive payload that arms after 30 meters. Comes with a 4x scope with no sway, but has access to 7x to 12x scopes. Can 1-headshot kill standard infantry within 90 meters.
  • +Extra damage to MAXes and vehicles
  • +Explosive payload
  • +4x optic with no sway, can equip longer-range scopes if needed
  • -Less damage and 1-headshot kill range than regular snipers

Black Market Anti-Material Rifles

NS-AM8 Shortbow
Bolt-action, close quarters anti-material rifle. A variant of the Archer that focuses on close-ranged engagements. Can 1-headshot kill standard infantry within 40 meters.
  • +Faster chamber time and reload speed
  • +Access to 1x, 1.35x, and 2x optics, as well as a comfort grip
  • -Worse damage falloff and 1-headshot kill range
  • -Smaller magazine
  • -No explosive payload
  • -No access to darklight flashlight or straight-pull bolt
Rocket Launchers
Rocket launchers have mixed effectiveness against infantry, vehicles, and aircraft, though they tend to specialize in one or two of these categories. Rocket damage can be reduced by flak armor and ordinance dampeners. Locks on vehicles can be broken by decoy flares, vehicle smokescreens, and lock-on jamming fields.

TR Rocket Launchers

ASP-30 Grounder
Anti-air, default launcher. Can acquire locks on low-flying aircraft, and be dumbfired at nearby armor and infantry.
  • +Optional aircraft lock-on
  • +Slightly stronger explosion
  • +Fast reload
  • -Slightly less direct damage
  • -Smaller lock-on range than other launchers

M9 SKEP Launcher
Anti-armor launcher. Can acquire locks on armor and be dumbfired at other targets.
  • +Optional armor lock-on
  • +Slightly more direct damage and velocity
  • -Longer reload

ML7
Dumbfire launcher. Has the highest damage-per-second against armor over a sustained period of fire thanks to its direct damage and reload speed.
  • +Decent direct damage
  • +Fast reload
  • +Better hip accuracy
  • -No lock-on abilities

T2 Striker
Anti-air, dumbfire launcher. Rapidly launches small missiles that automatically home in on aircraft within 10 meters.
  • +No lock-acquiring period required
  • +Fast reload
  • -Moving targets require considerable leading
  • -Not very useful against infantry

NS Rocket Launchers

NS Decimator
Dumbfire launcher. Designed for raw burst damage.
  • +Meta™
  • +High direct and explosion damage
  • +Better hip accuracy
  • -Long reload
  • -Low velocity

NS Annihilator
Anti-vehicle launcher. Can acquire locks on both armor and aircraft, but cannot dumbfire.
  • +Can lock-on to any vehicle, acquires locks faster and from further away
  • +Fastest reloading launcher
  • -Less damage per missile than specialized launchers
  • -No dumbfire

NS-R3 Swarm
Anti-vehicle launcher. Can acquire locks on both armor and aircraft and fire up to 3 missiles before reloading. Can toggle the speed of its rockets.
  • +Can lock-on to any vehicle, acquires locks faster and from further away
  • +Fires up to 3 missiles in sequence, high damage potential if all connect
  • -Very low damage per missile
  • -Missiles have poor tracking, and must have their speed manually set by the user
  • -Long exposure time while launching missiles

NS Scorpion
Airburst launcher. Must be aimed and charged to fire a missile that explodes into bomblets at the indicated range, that then fall and damage those beneath.
  • +Can harass groups of enemies from safety
  • -Low damage
  • -Useless against enemies under a roof
  • -Requires precise timing and an appropriate angle of attack

NS Masamune
Wire-guided launcher. Fires its magazine of 4 rockets sequentially while aimed and guides them towards the crosshairs. May also dumbfire all 4 rockets at once in a shotgun-like spread from the hip.
  • +Combines ranged accuracy with close-range burst damage
  • -Lowest damage per rocket of all launchers
  • -Long exposure time while aiming
  • -Dumbfire blast can have unreliable accuracy

Black Market Rocket Launchers

Muramasa
Dumbfire launcher. A variant of the Masamune that must individually fire each of its 4 rockets without wire-guidance or a shotgun-like blast, but can do so accurately from the hip.
  • +Most accurate hipfire of all launchers
  • -Lowest damage per rocket of all launchers (same as Masamune)
  • -Rockets must be individually fired with no guidance systems
Heavy Weapons
Really big weapons intended for crowd-control.

TR Heavy Weapons

T7 Mini-Chaingun
Chaingun. Deadly damage output, a massive magazine, and a capped cone of fire are the perfect ingredients to create the perfect little bullet hose. Just don't get caught during the spinup time.
  • +Sustained, high damage firepower
  • +Access to the ballistic rapid refire toggle (BRRT) attachment to lower spinup time
  • -Long spinup time without the BRRT attachment
  • -BRRT comes with an opportunity cost, competing with extended magazine and laser sight

NS Heavy Weapons (Common Pool)

NS-03 Thumper
Grenade launcher. Launches up to 6 grenades per magazine that have no minimum arming distance, explode on impact, and can be customized with attachments to have unique effects.
  • +A healthy source of continuous area damage
  • +Access to unique attachments, including disruptor ammunition and incendiary ammunition
  • -Slows user by 10% while equipped unless using the lightweight materials attachment
  • -Low damage output; requires at least 3 grenades to kill with only indirect damage

NS-D Helios
Incendiary weapon. Fires 5x bursts of incendiary projectiles, and can switch fire modes to launch explosive flame-globes. Both fire modes ignite enemy infantry for additional damage over time.
  • +Ignites enemy infantry
  • +Gigantic magazines
  • +Multiple fire modes for gunfights and area suppression
  • -Low fire rate
  • -Low base damage
  • -Flame-globes consume lots of ammo

Black Market Heavy Weapons

SPRK-33's Stomper
Grenade launcher. A variant of the Thumper that sacrifices anti-infantry potency for the ability to damage vehicles.
  • +Can damage heavily armored vehicles
  • -Slows user by 10% while equipped, but cannot attach lightweight materials
  • -Low damage output; some direct damage moved to indirect damage and given steeper damage falloff
  • -No attachment access at all
Heavy Crossbows
Heavy Crossbows are are available to infiltrators and light assaults, notably giving the latter a longer-ranged option than would otherwise be available. There is currently only one heavy crossbow.

NS Heavy Crossbows (Common Pool)

Seeker HLX
Crossbow. Has access to a variety of bolt and arm types that change the weapon's behavior.
  • +A longer ranged option for light assaults
  • +Perfect aimed accuracy in all stances
  • +Access to several unique bolt types, including explosive, splitting, and aerolite bolts
  • +Arms can be modified for more ammo, velocity, or hipfire accuracy
  • -Must charge briefly before firing
  • -Very low velocity
  • -Slow fire rate and low damage output; requires multiple bolts to kill most targets
Amphibious Weapons
Amphibious weapons lose less velocity underwater than other weapons, but have a maximum damage range of 5 meters instead of the usual 10 meters. Their statistics are comparable to the fully-automatic scout rifles, which is to say, not very good. They see little use outside the water, except for infiltrators looking for additional fully-automatic mid-range options.

NS Amphibious Weapons (Common Pool)

UBR-100 Frogman
Balanced amphibious primary. Comparable to the SOAS-20, but with a larger magazine and better hipfire accuracy in exchange for a lower maximum damage range.
  • +Balanced midpoint for the amphibious arsenal
  • -Being better than the SOAS-20 is not a huge achievement

UBR-150 Sea Lion
Longer-range amphibious primary. Hits slower but harder, with better velocity, making it the best at the kind of engagements that are most common underwater. I won't call it "meta," but if you want to spend certs on an underwater primary, it should be this one.
  • +More damage per bullet
  • +Higher velocity
  • -Lower fire rate
  • -Longer reload
  • -Worse hipfire accuracy

UBR-300 Swordfish
Closer-range amphibious primary. Faster fire rate and good hipfire accuracy would make this a great close-quarters option, but close-range engagements are exceedingly rare underwater.
  • +Better hipfire accuracy
  • +Faster fire rate
  • +Slightly larger magazine
  • -Lower velocity
  • -Less damage per shot
  • -Less reserve ammunition (why?)

UBP-1 Starfish
Amphibious Sidearm. Has similar stats to the NS-357 Underboss: half the maximum damage range, one less bullet per magazine, a faster reload, suppressor access, and better underwater performance. It's main perk is that you have no other choice for an underwater sidearm.
  • +Your only choice for an underwater sidearm
  • +Technically has the fastest theoretical time to kill against an overshielded heavy assault of any suppressed sidearm within its maximum damage range of 4 meters (good luck with that).
  • -Slightly worse stats than the Underboss
MAX Arms
MAX weaponry can be mixed-and-matched with one weapon on each arm. However, most MAX pilots will prefer to specialize against a particular target, be that infantry, armor, or aircraft.

TR MAX Arms

M1 Heavy Cycler
Anti-infantry, default MAX arm. The fastest reloading anti-infantry option, with balanced stats.
  • +Fastest reloading anti-infantry option
  • +Balanced stats against infantry
  • -Lacks magazine size, damage, and accuracy of other options

M2 Mutilator
Anti-infantry, high-capacity MAX arm. Huge magazines and plenty of reserve ammo.
  • +Largest magazines and most reserve ammo among anti-infantry options
  • +Faster velocity
  • -Slower reload
  • -Worse accuracy

M6 Onslaught
Anti-infantry, high-damage MAX arm. Fires fast enough to out-damage the other options at close range, despite using lower-caliber rounds.
  • +Highest damage per second of all anti-infantry options at close range
  • -Slower reload
  • -Worse accuracy and lowest velocity of all anti-infantry options

MRC3 Mercy
Anti-infantry, accurate MAX arm. Technically less damage per second, but more of your bullets will hit, making it the most reliable option past close-quarters.
  • +Highest velocity and best accuracy of all anti-infantry options
  • -Lowest damage per second of all anti-infantry options
  • -Smallest magazines of all anti-infantry options
  • -Slower reload

M3 Pounder HEG
Anti-armor, close-range MAX arm. Launches armor-piercing grenades. The highest-damage option against other MAXes and armored vehicles in close quarters. The grenades become more explosive as they travel, reaching their maximum indirect damage values after 10 meters.
  • +Highest-damaging anti-armor option
  • +Explosive damage can be dangerous to infantry
  • -Low velocity and heavy drop make it impractical past medium range

MR1 Fracture
Anti-armor, long-range MAX arm. Launches armor-piercing rockets that are easier to hit distant armored targets with, at the expense of raw damage.
  • +Provides consistent damage against distant armored targets
  • -Less damage
  • -Less effective against infantry

NS MAX Arms (Common Pool)

NS-20 Gorgon
Balanced MAX arm. Uses the heavy machine-gun damage type to damage all targets, but is less effective than a specialized arm against its intended target.
  • +Balanced effectiveness against infantry, armor, and aircraft
  • -Not particularly good at one type of target

NS-10 Burster
Anti-air MAX arm. The only dedicated anti-air option. Launches projectiles that explode into flak when near aircraft.
  • +Dangerous to low-flying aircraft, especially when in lockdown mode
  • -Ineffective against infantry and armor
Melee Weapons
The sharp end goes in the other person. Most Knives have a lower than normal headshot multiplier: only 1.5x. Unlike other weapons, many types of melee weapons are only available for limited times and/or for real money.

Default Knives (Chainblade)
Standard-issue combat knives. Swings fast and will kill standard infantry in 2 hits.
  • +Balanced between speed and damage
  • -Lacking range compared to other options

Power Knives (Ripper)
Power knives swing slower than other knives. In return, they can "activated" while wielded, increasing their damage and headshot multiplier, and causing them to emit an audible sound effect that warns nearby enemies of your approach.
  • +While activated, can 1-stab kill infiltrators, and 1-headstab kill any other non-MAX infantry, including overshielded heavy assaults (good luck with that).
  • -Slower swing speed

Ranged Knives (NSX Amaterasu)
Ranged knives can launch short-range projectiles when swung while wielded, but deal less damage. The projectiles have steep damage falloff and do not occur when using quick-melee.
  • +Launches projectiles while wielded
  • -Less damage; may require an extra swing to kill unless you land headshots

Axes (And Icepicks, and Shovels...)
Axes and a few other tools swing slowly, like power knives. In return, they deal slightly increased damage (600 instead of 500), and have a slightly larger hit-detection radius (30 centimeters instead of the usual 20 centimeters). Unfortunately, axe-type weapons are only available during limited-time events and for real money.
  • +Slightly higher damage and hit-detection radius
  • -Slower swing speed
  • -Artificially limited availability

Anti-Vehicle Knives
Anti-Vehicle Knives, predictably, can damage heavily-armored vehicles and construction objects, and do extra damage to MAX suits. In exchange, they deal less damage than regular knives. Unfortunately, anti-vehicle knives are only available from limited-time events, or from the very expensive 7-year anniversary bundle. Just something to keep in mind in case you see someone who paid $80 to stab a wall for an hour.
  • +Can damage heavy armor, construction objects, and deals extra damage to MAX suits (good luck with that)
  • -Less base damage, will require an extra stab to kill most targets unless you land headstabs
  • -Artificially limited availability

MAX Punch
Punch 'em! This is the best that MAXes can do until the devs finally give us flamethrower-chainsaw arms.
  • +High damage (750 instead of the usual 500)
  • -Long recovery time
  • -Quick melee only
Joke/Gag and Event Weapons
These weapons are disadvantaged in combat and exist just to be funny or flashy, but some have unique mechanics. Most are limited to events and/or only available for purchase with real money.

Flare Guns
Sidearms. Flare guns launch a projectile that arms after a short distance, then flies vertically into the air before exploding into a colorful fireworks display. The colors and design of the explosion vary between flare guns. The explosion does not deal any damage, but a direct hit from the initial projectile will deal a very small amount of damage. Flare guns are available during the Independence Day event around the 4th of July.
  • +Colorful fireworks!
  • -Very low damage, cannot kill in a single magazine without headshots

NS Deep Freeze
Sidearm. Launches snowballs with identical stats to the flare guns. Available during the annual Christmas (Auraximas) event.
  • +Snowballs
  • -Very low damage, cannot kill in a single magazine without headshots

NS-1999 Party Pistol
Sidearm. Fires confetti and party streamers in 2 shotgun-like blasts. Requires headshots to kill in a single magazine. Available during the annual New-Years event.
  • +Happy new year!
  • -Low damage output, cannot kill in a single magazine without headshots

NS CandyCannon 3000
Sidearm. Launches various candy. Has a larger magazine, better velocity, and less damage falloff than the flare guns, but deals less damage per shot. Notably, it is at least able to kill standard infantry without headshots in a single magazine within its maximum damage range. Available during the annual Halloween event.
  • +Gives your enemies diabetes
  • -Low damage output

Ectoblaster
Sidearm. Sometimes called a "pocket Lasher," behaving similarly to the Vanu heavy weapon. It has larger than normal projectiles and causes minor splash damage with a moderate fire rate and heat-based ammo pool. Available during the annual Halloween event.
  • +Fires a continuous steam of large, explosive projectiles
  • +Infinite heat-based ammo
  • -Low damage output compared to regular sidearms
  • -Lower than normal headshot multiplier

Soldier Soaker
Sidearm. Yes, it's a squirt gun. Notably, it does not deal friendly-fire damage, giving a niche against knife-wielding maniacs who charge into a crowd of your teammates. It uses a 100-round heat-based ammo pool, but cannot cool or reload, meaning you need to resupply at a terminal or respawn to refill its ammo. Available during the Summer Fun event.
  • +Deals no friendly fire damage
  • +Large heat-ammo pool that doesn't (and cannot) reload
  • -Low damage output
  • -Must resupply or respawn to get more ammo

Mega Soldier Soaker XP100
Heavy weapon that can be equipped by all non-infiltrator classes. A modified Thumper that fires water balloons instead of grenades. Like the Soldier Soaker, it deals no friendly fire damage. Available during the Summer Fun event.
  • +Deals no friendly fire damage
  • +Source of consistent area damage
  • +Can damage lightly-armored vehicles
  • -Even lower damage output than the Thumper