Project Zomboid

Project Zomboid

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Firearms Guide for Dummies (Vanila; Firearms B41; Vanila Expansion; Brita; SWAT)
By Unamelable
General Guide for people who plan to download one of mods, or just trying to learn how Firearms works in Project Zomboid. Listed themes: Birta Weapons; Firearms B41; Vanila; Vanila Expansion; SWAT Pack.
   
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How guns work in PZ
IF YOU WANT TO USE GUNS OR FIREARMS MODS, BETTER PLAY WITH IT YOURSELF. YOU WILL HAVE A UNIQUE AND MEMORABLE EXPERIENCE. IF YOU REALLY WANT TO READ THE GUIDE BEFORE USING IT. YOU WILL SPOIL THE EXPERIENCE FOR YOURSELF. YOU ARE WARNED

Let's say you started getting interested in guns, and you started using them for their intended purpose. But here's the problem, zombies have come to your place of death. Now it's time to explain how guns work in the game.

PANIC, AND WHY ITS VERY IMPORTANT
In the game your character if by standard does not have the perk Brave, or Iron Nerves from the Veteran's occupation. He will suffer from Extreme Panic. Which significantly reduces the chance of hitting a target.

Panic can be treated with beta blockers. which temporarily reduces or disables the character's panic. Panic also affects critical damage with cold weapons. So it's partly a nice little thing, too

Let's be honest, you can't hit the target when your hands are shaking a lot. Let alone shoot accurately

But don't think your character is going to act like a scared bitсh all the time for the rest of his worthless life. After 1.5 months, he'll have an initial immunity to panic. Of course by then you'll be bored of not using guns.

LEVEL, AND WHY I MISS WITH SHOTGUN?
Let's say you're scared, citizens. You burst into a police station. Stole all your ammunition. But here's the problem! Your character's a first-class asshоlе!

He can't hit a zombie head-on. That's normal (at least in this game). You don't know how to use a gun at all! That's the reason why your character is so inaccurate. Of course, why would we use guns if our character can't use them, and it's hard to get ammo.

Take the double-barreled shotgun/JS-2000. Take as much buckshot as your pockets will hold. Go to the epicenter of town. We start the bloodbath. Of course, don't forget the vitamins, the food, the water. Because cleaning up the city is gonna take a long time. Better yet, take the molotov as plan B. In case you don't have enough ammo. And by some miracle..

Shooting at a literal wall of zombies. Gives you a significant experience boost. What a surprise. Now that you know that. Take your shotgun up to level 5. After that, the experience boost will be passive. And level 5 will be enough to make you proficient with a shotgun. (The same applies to reloading).

CAR, AND WHY ITS COOL?
The character has the ability to open the car window to the radial menu on V. And he will be able to use weapons from the window, the same applies to cold weapons. So if you want to gain experience. This is a safe option as far as possible.

Also if your character has poor fitness. And gets tired all the time, the car will be his salvation.

MAGAZINES, AND WHY ITS IMPORTANT
A character can find besides ammo, dodgers, and weapons. Weapon magazines. It is worth taking all of them, because the reloading in this game is "realistic", which means that if you run out of magazines. You'll have to refill it during the battle. Which has a big impact on efficiency. Of course, this doesn't really apply to revolvers or shotguns. But still.

More magazines give you a better chance of fighting off a large horde in a short time.
Vanila
ATTACHMENTS, AND WHAT THEY DO?
There are 11 attachments in the game that are worn uniquely on each weapon. Chobars on shotguns, belts on rifles, red dot on pistols and so on.

Their important role is to make your gun experience less harsh. Especially at low levels. So if you see that a weapon has a dodger on it. You can take them off, or better yet, get a gun. A screwdriver is required to use them. Keep a screwdriver with you at all times. Now we will list the dodgers and where you can put them. And what effects they have

Shells/Bullets Bandolier: Equiping on a character. Speeds up reloading of ammunition or buckshot by 15%.
Ammo Straps (JS-2000; MSR700; MSR788): Currently broken, is a belt that is supposed to speed up the reloading of weapons. It slips on in place of the belt.
Choke Tube Full (JS-2000): Increases the damage of the shotgun, and its reach. Decreases the shotgun's length of action
Choke Tube Improved (JS-2000): Reduces firing angle, increases range. A long-range attachment, I personally walk around with this attachment.
Fiberglass Stock (MSR700; MSR788): A special buttstock that slightly reduces weight, and slightly increases accuracy.
Iron Sight (D-E; M9; M1911; M625; Magnum; MSR700; MSR788; M14; M16) Increases range a little bit. Can be attached to almost all weapons.
Laser (D-E; M9; M1911; M14; M16): Increases the accuracy of the weapon, more relevant for close ranges.
Recoil Pad (MSR700; MSR788; M14; M16): Special buttstock for increased rate of fire. More relevant for hunting rifles.
Red Dot (D-E; M9; M1911; M625; Magnum; MSR700; MSR788; M14; M16 Reduces the speed of aiming. Can be used with almost any weapon. The most desirable attachment.
Sling (JS-2000; MSR700; MSR788): Slightly lowers the weight of the rifle, worst of all
2/4/8x Scope (MSR700; MSR788; M14; M16): Counting by the magnification of the scope increases the range of the weapon. Severely reduces accuracy at close range

On the subject of range: There is an Advanced trajectory mod. Which instead of crooked aiming gives the player the ability to target specific locations of zombies with his cursor. That makes the sights useless. Since the bullet will reach the target regardless of the range. However, this affects the damage dealt.

WHAT KIND OF GUN SHOULD I GET?..
There are few firearms in the game, but each has its own unique function. And on the attachments chapter we made sure of that. Let's find out what the weapons in this game are responsible for.

REVOLVERS NEVER JAM

Double Barrel Shotgun: A good old-fashioned, classic double-barrelled gun. 2 bullets, massive damage. And tons of fun. It is the best shotgun because of the need for no bolt pulls, add a lot of accessories.
JS-2000: The pump-action shotgun used by the police has a 6+1 round magazine. Gives the possibility to attach attachments. It is a classic shotgun. It can jam.
Saw-Off Shotgun: Can't be found by looting, you have to saw off the barrel. Doesn't require a level to aim. Has a huge range. Doesn't allow you to put on attachments.
M9 Pistol: Classy 9mm pistol, has tons of ammo all over the state. Has a chance of jamming. Is the number one friend in your holster
M1911 Pistol: A classic .45 pistol. Brother of the M9, also jams but is the most average in features. Quite rare ammo, but it is the player's second best weapon
M36 Revolver: A most underpowered, small caliber revolver in .38 Special. The quietest of the lot, and not the most useless either
M625 Revolver: M1911 replacement, the revolver never jams on this one, it is the best choice. Even though you can't put attachments on it.
Magnum: Big, inaccurate gun. Should be used by someone who already knows. If you want to look flashy, this is the gun for you. Otherwise, it will disappoint you.
D-E Pistol: A friendlier version for less experienced shooters. Allows attach attachments.
MSR700 Rifle: Standard rifle, not recommended for inexperienced players. As any rifle emits quite a long range sound.
MSR788 Rifle: The other version under a different caliber, is the same replica
M14 Rifle: Semi-automatic rifle that is the most desirable because of its caliber, attachments. And rarity. Of course it won't replace a shotgun, but it is the best choice among rifles.
M16 Rifle: The well known M16, is the same as the M14. But with a different cartridge. It is the rarest gun, as it can be found only in the military.

AMMUNITION, AND ITS CALIBER
Okay if you have a gun, but if it doesn't have ammo. It's only good for banging heads. Knowing how rare ammo is, you can make a plan for how you're going to play with the gun. Because there are enough calibers in vanilla to confuse the player at first.

Shotgun Shells: A standard find in all gun stores, homes, and police stations. It's best to save up as much as you can to clean up the city. He'll be your No.1 priority for a while.
9mm: The most commonly seen caliber. It's not hard to find. It is the second bread for the player, so its collection will not be superfluous.
.308: A less frequently seen caliber. Can be found everywhere, including with the police.
.223: Unused caliber police cartridge, used only by the MSR700 rifle. Its use is in question
5.52: The caliber used by the army. Sometimes found in a gun store. You will be very lucky to find a rifle for this caliber.
.45: The second caliber used by the Army but is more common, the M1911 is not hard to find either
.38: The first is the rarest caliber to find. Using the M36 with it will be a real pleasure due to the loudness of the bullet action.
.44: Second rare caliber to find. Its use is still questionable, the accuracy of pistols of this caliber is low. Therefore, any miss with this caliber will be unpleasant.
Brita Weapon Pack (GunFighter 2.0)
I won't go into too much detail, because this mod is overbloated, and has several versions of the same weapon model. The same applies to attachments. It is worth considering that this mod updates the standard weapon concept. And a lot of things will have to learn anew. So if you are very interested in updating weapons (because the old simply bored). Or want to immediately download Brita. Read the official guide from the modders. This official information, and it will obviously be better in quality.

And I'll list what this mod adds in general. Because to write all the weapons, attachments, cold weapons. Not enough for the whole guide.

Adding unique weapons not existing in the base game like Grenade Launchers, Underbarrel Grenade Launchers, Crossbows, Exposed Bows, Strikeball Weapons, Throwing Weapons, Bayonet on Weapons, Silencers, Flareguns

This mod adds a lot of custom weapons, including working custom attachments. Which can be used by assigned buttons in the settings.

Underbarrel flashlights or lasers use battery. Therefore, you can not just put a laser and hope that it will work as in vanilla.

You can find special bags from zombies. Where guns and their ammunition are stored. So you're not likely to run out of ammo.

Overall this mod is a really huge addition to the vanilla Project Zomboid. But bigger doesn't mean better. And more often than not you will be confused by the abundance of weapons, not knowing what exactly to choose. The same goes for attachments, as there are also a lot of them. And each has its own properties. So to get a full taste of Brita. It's going to take a lot of play.
Vanila Firearms Expansion
The mod adds a basic number of weapons, and changes the attachments a bit. Now in order to repair the weapon you will not have to use the same. Some attachments can be used in almost all guns. The maximum number of attachments on one weapon is increased

You can't put a Red Dot on pistols.
The mod allows you to make dual magazines for faster reloading

Combat Rifle FAL: Large caliber rifle in the manner of the M14. Uses .308 ammunition. Has better parameters compared to M14
Combat Rifle M14: Standard semi-automatic rifle. Uses .308 ammunition. More suitable for long-range target shooting
Rifle Mini-M14: Semi-automatic rifle aimed at medium range. Uses .208 round.
Carbine W1866: A unique mid-range carbine utilizing the .36 Special. It's a winchester. It shoots worse than other weapons. But because it's a rifle. It's a little faster, and it shoots farther than a revolver. Simply put, you'll look flashy and shoot just as well as the rest. Because it's not a loud cartridge. It is the best silent weapon.
Assault Rifle CAR-15: M16 analog, less durable. Used by the police. It has less high damage.
Assault Rifle M16: The military version of the CAR-15. Almost perfect rifle for medium ranges. Almost better in all parameters
Assault Rifle AK47: 7.62 gun, fires exactly like an M16. It has high damage and durability.
Rifle R1022: Semi-automatic rifle using .22 caliber. It's the weakest of the lot. It is not recommended for long range shooting
Rifle R700: A hunting rifle that does not require a magazine. Almost identical to the vanilla MSR700. The number of bullets is increased to 5
Rifle R788: Same rifle as the MSR788, shoots .308 ammo. It is the worst of this callibre.
Rifle SKS: 7.62 long-range rifle. Does not require a magazine. It is the best of the long-range rifles.
Sniper Rifle M24: Long-range rifle that requires no magazine, targets quickly, maximizes accuracy. Suitable for both medium and long ranges, uses .308 ammo.

Double-Barrel Shotgun: Almost unchanged double-barreled shotgun. But now you can put a front sight and a sling on it.
Shotgun M500/M590: JS-2000 replacement. Is almost the same analog. The M590 version holds 6 rounds instead of 4.
Shotgun R1187: A good frequent-occurring automatic shotgun. Better than the pump-action M500/M590. Can have all attachments.
Shotgun SPAS-12: Rarer automatic shotgun, takes a little longer to fire. Has slightly higher damage. Nothing but pretty.

Revolver M10-5: M36 Replacement. Fires the same caliber as a carbine. The model is even smaller. I personally wouldn't waste the already rare .36 Special ammo with this gun.
D-E Pistol: Familiar gun, fires powerfully, jams. Can have laser and red dot.
M29 Magnum: It is analogous to D-E. It doesn't jam. Has a little less damage (it's a magnum, it's still powerful). You can only use the front sight. But the shooting pleasure will be the same.
Pistol TEC9: 20-round pistol, it doesn't fire fast. Longer range.
Pistol M9: A more buffed-up M9. Shoots fast, aims medium. Roughly speaking it is a gun that can compete with the new 9mm analogs.
Pistol CZ 75: Slightly better damage, range. less rapid-fire, aiming fast. Simply put, it's the best gun of all.
Pistol G17: 17-round magazine, aims slowly. Almost the same as the M9, but the range is longer.
Pistol P229: A small, not long range, but fast aiming pistol that will be perfect for short distances.
Pistol M1911: Still the same gun, has average performance.
Revolver M625: M1911 analog, doesn't jam, can't have a laser.
Submachine gun MP5: 9mm SMG which has a 30 round magazine, suitable for medium ranges, damage is higher than that of pistols. Automatic.
Submachine Gun MP5SD: Same MP5 but with a built-in silencer. Loses range and damage, but now you can loot areas more safely.

[.22]: Quite a rare ammo to find. Even if it's the weakest, it doesn't mean it can't kill with one shot.
[7.62]: Also a rare ammo, rarer than the 5.52. You will definitely not be disappointed with its power.
Firearms B41
Less interesting modification, as it does not have automatic shotguns. But there are enough custom weapons out there, personally I didn't want to take this Brita's stump.

This mod does not remove vanilla weapons.
The mod also takes the ammo canister from Brita's Weapon Pack.

Has two new ways to repair weapons
Also has silencers

AK-47: A powerful 7.62 barrel that shoots through. In spite of its rapid-fire nature. It's a pretty effective barrel for combat.
Colt-Commando: A shorter version of the M16. Shoots through, despite its reduced range. Excellent at medium ranges
AR-15: M16 analog. Almost as good as its brother in terms of performance.
FN-FAL: This gun uses a slightly different 7.62 caliber. But it shoots just as good as the AK-47. The only disadvantages are a smaller magazine, and a shorter range
M16A2: Pretty much the same M16, no different from the others.
M60: Out of the pool of guns, this one is different in this mod. It has a capacious magazine for 100 rounds, works faster than all rifles. But I think you will not really manage to shoot with it because of the rare 7.62 caliber. In any case, it can be your plan B if things don't go according to plan. Can't be attached to the back

M1 Garand: This rifle uses .30-06 exclusively. It shoots as well as any other rifle. But has only meme value, nothing more
M24: Same rifle as MSR700, MSR788. Fires 7.62 ammunition, almost identical to them in terms of power. It's exclusive to the Army
Rossi Model 92: It looks like a poorly detailed carbine. Fires a powerful .367 caliber. Not long range, needs to be racked after each shot.
Ruger M77/22: A rifle that uses the weakest caliber. But that doesn't stop it from shooting through, it's a flaw on the developer's part. You also have to jerk it after every shot.
Sawed-off Ruger M77: Just a joke, after sawing out the barrel. Can't shoot more than a meter away, sounds almost like a shotgun. Even though you can use it in a holster. But is it worth it?)))
SKS: An alternative to the M14 with a 7.62 caliber. Long-range, accurate enough. And most importantly, semi-automatic. The owner of this rifle will not be disappointed.
Winchester Model 1873: A normal man's Winchester, shooting his own .44-40 WCF. Gotta twitch after every shot. Doesn't have the range of the other rifles. Similar in damage to the Ruger M77.
Winchester Model 1894: A longer version of the 1873 firearm. But for some reason, it's not long-range. It uses a .44 round. If you don't want to waste rare magnum ammo. It might be an option. But the twitching after the shot might get in the way.

Franchi LAW-12: It works on the principle of the JS-2000. No different from the others.
Franchi SPAW-12: It works on the principle of the JS-2000. No different from the others.
Mosseberg 590: It works on the principle of the JS-2000. No different from the others.
Mosseberg 590A1 Tactical: Half the weight. It works on the principle of the JS-2000.
Remington 870: It works on the principle of the JS-2000. No different from the others.
Ithaca 37: It works on the principle of the JS-2000. No different from the others.
Sawed-off's: Unlike the vanilla. They can be holstered. Works just like the vanilla sawed-off's.

MP5A1: Same MP5 using a 9mm. Pretty effective.
UZI Carabine: An MP5 analog, uses the same 9mm. Slightly inferior in performance. But clearly better than a pistol.
MAC-10: A submachine gun that uses a .45 caliber. Very fast DPS, and effective.

Glock-17: Pretty much the same M9, just with a raised magazine.
Colt Ace: A gun that uses .22 ammo. It is an analog of the M1911. In terms of performance the same as the M9
Colt Anaconda: Iconic revolver that uses .44 ammo. It's quite powerful and stylish. However, it doesn't look much different from the magnum and D-E.
Colt Python: Consider the same Anaconda. Only it uses a .367 round.
Colt Python Hunter: A longer-range version.
Colt Single Action Army: A revolver using a .44-40 WCF. It is the same as the other high-powered guns. But because it is a revolver, its price increases significantly.
Colt Single Action Frontier Scout: A very fast revolver using .22 ammo. I don't think you'd want to use its high DPS ;)

New types of ammo have the same rarity. They are rarer than vanilla ones.
SWAT Pack
This mod adds more than just cars, clothes, and zombies. It also adds weapons

Weapons for some reason in new builds of Project Zomboid, uses the animation of the gun. So if you hold the gun incorrectly - it is definitely SWAT & RIOT PACK

It is worth considering that on their weapons, you can not add attachments.
Grenades work better than vanilla grenades. They throw and explode much faster

Anti-Riot Shotgun: A shotgun similar to the JS-2000. Fires rubber bullets. Kills just as well if you don't want to waste real buckshot
CO2 Short-Riot Shotgun: A shotgun similar to a sawed-off shotgun works about the same. It's more for hordes
SWAT HK MP5: 9MM submachine gun. Fires roughly like an M9 pistol. Because of the 40 round magazine it is a good alternative for use.
Tactical Smoke Grenade: Standard smoke grenade, works better than a homemade grenade.
Stun Grenade: Works on the pipebomb principle. It has a short range. But it works well as a grenade.
Frag Grenade: Works like a pipebomb. Kills zombies better.

Rubber Shells: Used exclusively with police shotguns. Works worse than original buckshot. But it kills just as well
Mods and Conclusion
We've taken a look at the most popular gun mods in Project Zomboid. There are a couple more packs in the workshop, but if you are interested. You can check them out for yourself. The purpose of this guide is to explain how the weapons work and what the gun mods provide.

Use weapons carefully! Although they are effective. But have a great risk.

Mods mentioned in the guide
- Advanced Trajectory
- Arsenal 26 GunFighter Mod 2.0
- Brita's Weapon Pack
- SWAT & RIOT PACK FOR BUILD 41.66b+!
- VANILA FIREARMS EXPANSION (B41.65)
- Firearms B41

It is worth considering that Brita along with GunFighter mods will conflict with other mods. So if you want to try all the weapons. It is recommended to install the mods on separate saves.

Some mods have configuration. That is, you can customize the mods to suit you. Or create a unique challenge for yourself. If in the base game, weapons are only affected by loot priority. In the rest you can have efficiency parameters, silencers spawns. And so on

If your computer is weak (by today's standards). It is better not to use Brita or GunFighter Mod. They have a lot of things that even if you do not have them. It can seriously affect performance.