Ghost in the Shell: Stand Alone Complex - First Assault Online

Ghost in the Shell: Stand Alone Complex - First Assault Online

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Guide on everything First Assault
By Exeterman79
As of December 6th, 2017, The game has been shut down. I would like to thank everyone who supported both the game and the guide. I don't have any pictures on the MP7 so if anyone is willing to donate some that would be great.


This guide will teach you how to be decent at everything in this game. This is for players who want to adapt to playing as different characters and using all weapon classes.

Take this guide with a grain of salt as it is not a in-depth guide fo any particular skill, character, or gun class.

The guide is currently far from finished so any input is welcome.

Note that some of the screenshots in this guide contain content from different versions of First Assault, while it's a possibility that they might show up in the English release at some point, there is no guaranteed that they will be released sometime soon or released at all. These are here to show you that they do exist, just not in our version yet. Also there are some entries in the guide showing guns that currently do not exist yet so be aware of this while using my guide.

Also you may notice some pictures in the guide are screenshots and some are png files ripped from the site itself (Which I give credit to.) I'm currently tracking more png images for the guide and the screenshots hopefuly will be replaced.

Most of the images were made by Team Waffle and all credit goes to them.
   
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General Info
In the first section were going to cover basic information about the games mechanics such as movement and controls

Tutorials

Before actually playing the game it might be a good idea to review the ingame tutorials before to start. knowing these steps can make a difference in a match

Fast movement

Hold shift to run, You move faster but your footsteps become louder.

Crouching and walking

To move slowly, hold down the crouch key (Lctrl by default) to lower your stance. this is useful for improving weapon stability, being a smaller target, and silencing your footsteps which is an invaluable tactic in game modes like Demoltion. Hold the walk key (Caps lk by default) to walk, while not as beneficial as crouching it still silences footstep noise.

Vaulting and Climbing

Certain low walls and ladders in each map can be vaulted over and climbed by pressing the jump key (space by default) when approching these walls when prompted

Melee kills

While having your knife out, right click when prompted to perform an execution on an enemy, this can be done either from the front or behind the enemy. Be advised that while in the execution animation you will be unable to move and are open to attack so make sure the enemy is isolated before thinking about performing the kill.

Glossary of Terms

Currency Terms

GP = Ingame currency to purchase operative licenses, chips, weapons, and attachments. Acquired via playing matches, completing certain events, and certain login rewards.
NX = NEXON paid currency. Convert money into NX credits, then use it to purchase GP boosters and cosmetic items for operatives and weapons.
MC = Memory Cells. Currency obtained from duplicate cosmetics by selling them.
Key Bits = a type of currency spent at the Cyber Gate to acquire a random cosmetic.

Redeemable Item Terms
GP Voucher = a redeemable item that give you the GP it is made out for.
GP Booster = a temporary booster that increases GP gain by its listed amount. Affects the EXP gain of matches.
EXP Booster = a temporary booster that increases EXP gain by its listed amount. Affects the EXP gain of matches.
Cyber Cases = the random loot box of the game.

Account Terms

LV = Level of your account. Rewards are granted at certain levels.
EXP = Experience points to level up your account. Play games to get this.
Name Card = contains your username, emblem and background of your choice.
Achievements = feats of battle that award emblems or background depending on what has been achieved.
Emblems = an icon that can be put on your name card.
Backgrounds = an image that can be put on your name card
Ghost Screen = a summary of your account containing statistics.

Gameplay Terms

Operative = an unlockable playable character.
Cooldown = how long an ability cannot be used for.
Intel = the "currency" of using Tier 2 abilites. It is awarded for getting kills, assists, surviving, and completing the objective.
Tachikoma Intel = the intel for summoning a Tachikoma to fight on your side. This is awarded for capturing a terminal in Terminal Conquest and destroying Tachikomas.
TP = The currency that unlocks chips slots on operatives and unlocks weapons and attachments on those weapons.

Weapon Stats:

Damage: Damage per shot on optimal range.

Accuracy: Depending on the first shot fired.

Stability: Amount of scatter per shot, speed with which the weapon recovers accuracy.

Fire Rate: time between shots, higher means less delay.

Range: The max damage range for weapons shown in meters, damage is reduced beyond optimal range.

Ammo: Indicates how much ammo in magazine and total ammo count.

Operatives - Assault
Assault Operatives are the heavy hitters in First Assault. They have the most health and Armor, making them suited for the front line.

Strengths

Has highest health of all classes.
Does not have the lowest armor stat, generally the highest of all classes.
Can use Assault Rifles and Machine Guns

Weaknesses

Has the lowest speed stat of all classes.
Has one of the largest hit boxes.

Tips & Strategies

You can survive a body shot from a bolt-action SR in optimal range. (Most of the time)

Batou


A battle-hardened special operative with a long military career. Though he looks imposing, he is know for his warm heart and sense of humor.

HP: 200
AP: 150

Pros:
  • Balanced HP/AP
  • Arm Launcher not effected by EMP
  • Cannot damage self when using Launcher

Cons:
  • Slow movement speed but not the slowest
Skill: Arm Launcher



Tier 1: Fires a rocket in a target direction exploding on contact with any surface or enemy.
Warning: Reduced to walking speed and cannot sprint while active.
Cooldown: 20 seconds

Tier 2: Fires 4 rockets one at a time
Intel: 500

Ablitiy Chipsets

Stable Launcher improves arm launcher accuracy by 50% allowing missiles to fly straighter

Swift Launcher increases arm launcher velocity by 50% allowing missiles to fly faster

Tech Launcher deals increased damage on Sentries, drones, and Think Tanks by 100%.

Flash Launcher gives the Arm Launcher a scrambler effect upon impact.

Playing as Batou

Batou specializes in taking out both cyborgs and machines alike with his arm launcher. The large blast radius of the launcher is capable of taking out groups of enemies and the high damage can easily destroy sentries, drones, and Think Tanks without effort.

Take advantage of his rockets in close range fights as he cannot be killed by his own rockets.

Playing against Batou

Batous missiles are powerful but slow, move when he fires his missiles. indicators on the screen will show where enemy players missiles will land. Try taking out Batou at long range so to prevent him from firing missiles at close or mid range.

He is open to attack when putting his launcher away.

Ishikawa


A cyberbrain warfare expert with extensive military experience. As the oldest member of Section 9, he has a calm disposition in the worse of circumstances.

HP: 220
AP: 125

Pros:
  • Highest HP, ties with Borma
  • T2 Sentry can be picked up, moved, stored, and repositioned
  • Can act as a ammo support

Cons:
  • Lowest AP of class, can be 1 shoted by snipers
  • Slow movement speed

Skill: Cyber Sentry



Tier 1: Deploys a sentry that targets any enemies in range.
Cooldown: 30 seconds

Tier 2: Sentry is converted into a rocket sentry, fires rockets at enemies.
Intel: 500

Passive: Sentry doubles as a ammo station, allowing team mates to recover ammo.

Ability Chipsets

Durable Shielding increases Cyber Sentry health by 50%. Shares chipset with Maven

Remote Camera streams sentry camera feed into player hud. Shares chipset with Togusa. (Disables minimap while active.)

Support Sentry allows Cyber Sentry to tag enemies for a short duration, appearing as a red diamond on the HUD and shown on the map for all allies to see.

Increase damage increases sentry overall damage by 20%

Playing as Ishikawa

Ishikawa is focused on a defensive and supportive role. Place sentries near objectives to defend them from enemies. in TDM place sentries in enclosed areas or behind doorways for area denial. Sentries can be repostioned to new spots and are not affected by cooldown when doing so. Place it down for allies to restock their ammo supply.

Playing against Ishikawa

Sentries are strong but not invincible. Explosives like gernades and the arm launcher will destroy it. Some players will try to deploy a sentry right in front of you during a fire fight so be careful.

Borma


Equipped with prosthetic eyes like Batou, he is a expert on cyberbrain warfare and explosives. his quiet demeanor belies a great intellect.

HP: 220
AP: 165

Pros:
  • Highest HP/AP of all Operatives, recommeded for front line combat
  • Can regenerate HP/AP
  • Can Skillsync ability to allies

Cons:
  • Slowest movement speed of class, not recommeded for flanking

Skill: Nano-gel Armor



Tier 1: Regenerate both Health and Armor over time.
Cooldown: 20 seconds
Duration: 5 Seconds

Tier 2: Increased health, armor, regeneration speed, and duration and skillsyncs skill to allies.
Intel: 400
Duration: 15 Seconds

Ability Chipsets

Rapid Nano-gel increases recovery speed by 20%.

Extended Memory increases Nano-gel duration by 50%. Shares chipset with Motoko, Togusa, Paz, and Maven

Flash Memory pauses the duration of Nano-gel on death. Shares chipset with Motoko and Paz.

HP / AP extension value increases Bormas HP and AP when Nano Gel is active by 20%

Playing as Borma

Borma's Nano-gel armor can make a difference in a fire fight, use it when engaging enemies or when low on health. Use it near allies when taking objectives.

Playing against Borma

Borma can be difficult to take down but still can be killed with a well placed headshot. Fast firerate weapons can also dispatch Borma at close range without problem. MGs dispatch enemy nano gel easier than most other weapons so it's best to keep a MG handy. Enemy nano-gel is also visible through smoke.

Azuma


Azuma earned several commendations during his time in the Japan Ground Self-Defense Force [JGSDF], which guaranteed his transfer to Public Security Section 9.
His tactical shield allows him to advance on enemies quickly and make the most of his combat experience.
Despite his stern looks, Azuma tends to grow very close to his teams.

HP: 180
AP: 135

Pros:
  • Fastest movement speed of class
  • T2 Unbreakable dome cannot be destroyed by any means
  • Shield absorbs damage to a certain amount

Cons:
  • Lowest HP of class
  • Cannot ADS when using skill
  • Enemies can enter dome

Skill: Tactical Shield

Tier 1: Creates a breakable energy shield that blocks incoming fire from in front of Azuma.
Cooldown: 25 Seconds

Tier 2: Creates a unbreakable energy dome that blocks all forms of attacks in all directions, also creates a more durable shield for Azuma.
Intel: 600
Playing as Azuma:

He's suited for the front lines. Try to be the frontman of every engagement when you have your shield ready. Activate T2 on objectives to fortify your position. High stability AR's work well when firing from the hip.
Playing against Azuma:

Try to flank him as much as possible, while the shield is strong against one or two players it doesn't last forever, try to concentrate fire on him as much as possible. The shield can easly be destroyed by explosives.
Operatives - Infiltrator
Infiltrators are able to flank and get behind the enemy for surprise kills. Their skills revolve around distrubting the enemy by any means possible, such as running at very fast speeds, using Thermoptic camo, or by using an EMP. They can also slide making them harder to hit and can move much faster through areas that require crouching. They are able to fire while sprinting but cannot aim down sights and jump.

Strengths

Has highest speed of all classes.
Can use Power Slide (the action of being in a spring then pressing crouch -- it sends you into a slide across the ground).
Can use Sprint Shot (the action of being in a sprint then pressing the shoot button -- it keeps you in a sprint with minor penalties to movement and increases hip fire accuracy).
Can use Sub-Machine Guns and Shotguns.

Weaknesses

Has the lowest health and armor stat of all classes.

Tips & Strategies

Best if used to flank -- make use of you speed.
Employ hit-and-run tacticts. Score a kill or two real quick and then run to a different spot to do the same but out of sight.
Use the power slide to reduce your height and profile to evade fire. It can also be effective to engage it.
Sprint Shot can be brutally effective at taking at enemies.



Motoko Kusanagi


The Cool headed leader of Section 9's field operations. She is one of the most heavily cyberized members of the team and one of the world's best cyberbrain combatants.

HP: 150
AP: 100
Recomended Weapon: Sub Machine Guns

Pros:
  • Fast movement speed
  • Balanced HP and AP
  • Cannot be detected when using camo
  • Can Skillsync ability to allies

Cons:
  • Can be detected when firing, taking damage, melee kills, or throwing gernade

Skill: Thermoptic Camo



Tier 1: Thermoptic camo allows the player to become invisible for a shot duration. Camo is turned off briefly when shooting, throwing a grenade, melee kills, or taking damage
Cooldown: 25 seconds
Duration: 5 seconds

Tier 2: Improved camo invisibility and duration and activates Skillsync alowing allies access to skill.
Intel: 400
Duration: 25 seconds

Ability chipsets

Active Camo improves the camos invisibility by 80% making the player harder to spot while camo is in use.

Anti-Machine Camo prevents drones and sentries from detecting the player while camo is in use.

Silent Camo silences footstep noise while camo is in use even while running.

Quick Optical Camouflage reduces the time camo is activated by 10%

Extended Memory increases the duration of thermoptic camo, shares chipset with Borma, Paz, Togusa, and Maven.

Flash Memory pauses the duration of Thermoptic camo on death. Shares chipset with Borma and Paz.


Playing as Motoko

Always move and stay close to walls and structures to blend in, activate in fire fights and flank the enemy for surprise kills. Camo cannot be detected by heat sensors so try to use it when the enemy activates heat sensors.

Playing against Motoko

Mokoto is not entirely invisible, look for distortions in the enviroment, hard to spot at long range but noticeable at mid to close range. Smoke gernades are also effective, She can be detected by heat sensors only when shooting or throwing a grenade so keep an eye out.

Paz


Rumored to have been a powerful member of the Japanese mafia. He has an excellent mind for ambush tactics and is lethal at close range with a knife.

HP: 125
AP: 85
Recomended weapon: Shotguns

Pros:
  • Fastest movement speed of class
  • Gains increased melee range when using skill
  • Can Skillsync ability to allies

Cons:
  • Lowest HP/AP of class, Front line combat not recomended

Skill: Hyper Sprint



Tier 1: Very fast sprint speed, increased jump height and increased melee range.
Cooldown: 25 seconds
Duration: 5 seconds

Tier 2: Increases skill effectiveness and skillsyncs skill to allies.
Intel: 400
Duration: 20 Seconds

Ability Chipsets

CQC Sprint Increases melee range in Hyper Sprint by 30%.

Extended Memory increases Hyper Sprint duration by 50%, shares chipset with Motoko, Togusa, Borma, And Maven.

Flash Memory pauses the duration of Hyper Sprint on death. Shares Chipset with Motoko and Borma.

Playing as Paz

Paz can move incredibly fast in Hyper Sprint, use it to move across the map quickly or move into melee range for easy kills. Use his speed to you advantage, flank enemy positions and kill enemies from behind while staying on the move.

Playing against Paz

Paz is deadly at close range, try taking him out from a distance. In Hyper Sprint footsteps are louder than regular sprint so listen in for him. Try to predict where he will land, his hitbot will appear where he will land. His low health and armor means he can be easily taken down when discovered.

Operatives - Infiltrator PT.2
Maven



A combat specialist who proved herself to be a lethal operative during the conflicts in South America. She has a fiery temper and the skills to match.

HP: 165
AP: 110

Pros:
  • Highest AP count of all Infiltrators
  • High HP
  • T2 Barrier can be redeployed at will

Cons:
  • Slowest of the class but still faster than assaults
  • Barrier can be destroyed

Skill: Thermoptic Barrier



Tier 1: Activates a Thermoptic barrier that obscures sight and gains a EMP effect
Cooldown: 30 Seconds
Barrier Size: Small

Tier 2: Increased barrier size and can be moved, stored, and redeployed
Intel: 600
Barrier Size: Large

Ability Chipsets

Extended Memory increases the duration of Thermoptic Barrier. Shares chipset with Motoko, Togusa, Borma, and Paz.

Durable Shielding increases barrier health. Shares chipset with Ishikawa.

Heavy Barrier inproves barrier defense by 120%, reducing all forms of damage that pass through it.

Playing as Maven

Maven barrier acts like a mutipurpose tool in various situations. Put down the barrier for allies or place in entryways for area denial. In Terminal Conquest, put down the barrier and engage enemies from a distance or if you want to be in the action place the barrier near the Terminal. Barriers can also be used as traps to lure enemies when being chased. Her high HP makes her more tankier than other Infiltrators but she's still no replacement for Assaults.

Playing Against Maven

Don't be afraid to shoot the barrier as it will show enemies behind it. Maven will not always be behind the barrier, check nearby for enemies. Being a deployable, the barrier can be destroyed by gunfire and explosives.

Kuro



An electronic warfare specialist skilled in incapacitating enemies with short range pulses. His technical skills in the field rival even Ishikawa's.

HP: 175
AP: 100

Pros:
  • Highest HP count of class
  • High AP
  • Ability shuts down all other abilities.

Cons:
  • Slow movement speed
  • EMP generator can be destroyed

Skill: EMP Generator

Tier 1: Places an EMP generator that disables skills and electronics of nearby enemies.

Tier 2: EMP can disable enemies in a large portion of the map. Increased EMP duration.

Ability Chipsets

EMP Spark reduces the EMP detonation time by 50%. (2 sec)

EMP Delivery increases the generator placement range by 100%. Can be placed beyond original placement range.

EMP Shock Increases the EMP damage by 100%.

Playing as Kuro


While his skill is a bit situational, when used correctly and with good timing can be a game changer. EMPs can shut down any skill even Heat Sensor and Nano-gel armor. In Terminal Conquest, place a generator on terminals while the enemy is capping to slow them down, because of slow reaction times from the effect enemy players will not be able to react. This skill can destroy barriers, drones, and sentries as well as heavliy damage think tanks. Enemies caught in the blast will be marked with an icon only Kuro can see.

Playing against Kuro

Generators are fragile and can be destroyed by gunfire or explosives. Enemy EMP blast radius field is visable to yourself and allies. slow detonation times mean players can escape field if fast enough.

Reiko






Coming from an affluent family, Reiko excelled at cyberbrain engineering and earned her PhD in the field two years early.
Her education gave her an edge in cyberwarfare, and she became an expert in combat diving to distract and disorient enemies.
As a new recruit to Section 9, Reiko tends to be bright and at times sarcastic with her comrades.

HP: 135
AP: 90

Pros:
  • Fast movement speed
  • Cannot be detected while diving

Cons:
  • Low HP and and AP, Not recomemded for front line combat
  • Net jump can be interupted when killed at the right time

Skill: Net Jump

Tier 1: Reiko is able to directly access the Net and freely dive in it, Becomes completely invisible to enemy team but cannot see or interact with enemy players during the duration.
Cooldown: 25 seconds

Tier 2: Can see enemy even while diving and increased duration, creates a decoy when used.
Intel: 300

Playing as Reiko:

Always stay on the move, her low health and armor make her very weak on the front lines. Use net jump to get behind the enemy, kill the enemy, and get out as much as possible or as a quick escape when out numbered.


Playing against Reiko:

While she my be invisible she's still physicaly there. Listen for footsteps and wait for her to appear. She can be disrupted by EMP also.
Operatives - Specialist
Specialists are able to support their teammates by detecting, seek out, and scout and deny an area using their scouting abilities. They are able to double jump, allowing them to reach areas not normally accessed or for quick escapes. They can also set markers on the map for allies.

Strengths

Has high health and armor, but not the highest of all classes.
Can double jump (the action of pressing the jump button while in mid-air either from a previous jump or when falling to get height and slightly change direction).
Can use Sniper Rifles and Personal Defense Weapons.

Weaknesses

Not the slowest but not the fastest either.
Sniper Rifles are hard to use and tend to keep them from entering the objective.

Tips & Strategies

Use the Double Jump to get onto vantage points by avoid ladders or getting on top of things other operative cannot.





Togusa


The youngest member of Section 9 and the only famliy man. The Major recruited him for his excellent detective work and his lack of cyberization. He has a strong love for vintage items, preferring a Mateba revolver over more modern sidearms.

HP: 125
AP: 125

Skill: Seeker Drone



Tier 1: Releases a drone that tracks and explodes on contact with an enemy.
Cooldown: 25 seconds

Tier 2: Releases 3 drones and adds a scrambler effect.
Intel: 600

Ability Chipsets

Tracker Drone increases drone tracking speed by 30% allowing the drone to move faster

Remote Camera streams drone camera feed to hud. Shares chipset with Ishikawa. (Disables minimap while active.)

Extended Memory increases drone tracking time by 50% increasing drone duration. Shares chipset with Motoko, Borma, Paz, and Maven.

Increase damage increases drone damage by 20%

Playing as Togusa

Seeker Drones will home in on enemy players, try to follow them to locate enemies. When playing game modes like Demoltion use drones to locate survivors. You can spawn them behind walls as they always spawn a fixed distance ahead of you. They can also be used as scouts.

Playing against Togusa

Drones can be shot and destroyed. Players will be notified when a drone has locked on. Always stay on the move. they can be also tricked into prematurely detonating. Warning: T2 Drones cannot be fooled or outranned as will go straight at you.

Saito


Section 9's resident sniper is an exceptional crack shot with very few implants, chief of which is his satellite-connected ocular system: the Hawkeye.

HP: 150
AP: 150

Skill: Heat Sensor



Tier 1: Enemies are highlighted in red through walls and as red triangles at a distance
Cooldown: 20 seconds
1 Scan Wave

Tier 2: Increases number of scans and skillsyncs Tier 1 skill to allies.
Intel: 400
6 Scan Waves

Ability Chipsets

Muti Scanner increases the number of scans by 1.

Rapid Scanner increases Heat Sensor scan speed by 50%.

Ranged Scanner increases Heat Sensor scan range by 50%.

Angle Scanner sets scanner detection angle at 360 °

Playing as Saito

Being a sniper, Saito specializes in picking targets and taking them out one by one, sniper rifles are perfect to use with Saito at long range as well as mid range. Use T1 skill to scout for any enemies within range and try to predict where the will go.

Playing against Saito

Saito is difficult to go against but players will be notified when it's used. Players outlines are only visble at close range and show up as triangles at a distance. Try to stay in a group or take him out from a distance. Thermoptic serves as a counter to heat sensors, save it when he uses it or sync with a friendly mokoto.

Sitara






Sitara came to Public Security Section 9 by way of the CIA's Special Counterterrorism Unit. Growing up in the struggling American Empire left her with strong survival skills but troubles relating to others.
Unable to advance within the CIA, she jumped at the chance to join Aramaki's External Affairs team in Public Security Section 9.
With a remarkable talent for mechanical engineering, Sitara is able to maintain her own prosthetic body and support her team in combat with automated drones.



HP: 175
AP: 150

Skill: Siphon Drone

Tier 1: Call out a drone that patrols an area and damages enemies that enter its range and restores health to Sitara.
Cooldown: 30 Seconds

Tier 2: Increased Damage and range and can be repositioned to a new spot.
Intel: 600

Playing as Sitara:

Her drones are effective for area denial, place them in areas you know the enemy will go. The health regen notifies you when an enemy passes by it. T2 can be very effective in not only area denial but hunting down and chasing after your enemies, Effective it taking out groups of enemies as well as sentries, barriers, and think tanks too.

Playing against Sitara:

Her strengths lie in her drones, destroy them from a distance to safely move through the area. Aim at the eye area of the drone to quickly destroy it.
Weapons - Assault Rifles
Assault Rifles are the middle ground weapons. Good at everything and best at none, these weapons can be adapted to almost any stiuation.

This weapon class can only be used by Assault Operatives.


Starter Weapons

M4A1




Base Price: Default
Damage: 35
Accuracy: 69
Stability: 45
Fire Rate: 69
Optimal Range: Basic: 20 Meters
Mag Size/Max Ammo: 30/90
Country of Origin: U.S.A
Manufacturer: Colt Defense
Caliber: 5.56x45mm NATO
Year Introduced: 1994


Author's Notes: The M4 is solid all round AR that can be built for any situation. While there are other options, This AR sports high accuracy over a majority of other AR's with its base stats and with a complete accuracy build marking it at 76. While this won't beat a AK-47, it remains a staple
for a large majority of the player base even among the games top players. This rifle remains dependable even if you buy a new gun.

Pros:

  • Good all round stats.
  • Some attachments are cheaper than others

Cons:

  • Low OP range
  • Outclassed by most AR's

SC-AR 45



Base Price: 26,400
Damage: 40
Accuracy: 73
Stability: 45
Fire Rate: 62
Optimal Range: 24 Meters
Mag Size/Max Ammo: 30/90
Country of Origin: Belgium
Manufacturer: FN Herstal
Caliber: 5.56x45mm NATO
Year Introduced: 2009

Author's Note's: The second AR on offer, This rifle has more damage, more accuracy, and higher optimal range than the M4A1 but abit a lower fire rate but due to this however allows tap firing much easier for long distance shots.

Pros:

  • High Damage and High Accuracy.
  • Good OP Range
  • Some attachments are cheaper than others
  • Cheap alternative to the KH-417

Cons:

  • Low RoF and Stability ineffective for CQB

Market Weapons

AK-47




Base Price: 249,750
Damage: 41
Accuracy: 78
Stability: 39
Fire Rate: 58
Optimal Range: 25 Meters
Mag Size/Max Ammo: 30/90
Country of Origin: Soviet Union/Russia
Manufacturer: Kalashnikov Concern
Caliber: 7.62×39mm
Year Introduced: 1949

Author's Note: A popular choice among Counter Strike players. This rifle has the highest damage, accuracy, and optimal range of all AR's but features the lowest stability and fire rate of all AR's. A player with good fire control can easliy take out mid range and even long range players without effort.

Pros:

  • Highest Dmg, OP range, and Accuracy of its class

Cons:

  • Low RoF and Stability make it ineffective at CQB

KH417




Base Price: 237,250
Damage: 40
Accuracy: 76
Stability: 42
Fire Rate: 60
Optimal Range: 24 Meters
Mag Size/Max Ammo: 30/90
Country of Origin: Germany
Manufacturer: Heckler & Koch
Caliber: 7.62×51mm NATO
Year Introduced: 2005



Author's Note: The only other AR that compares to the AK-47 and my personal choice. While sporting a slightly lower damage, accuracy, and optimal range than the AK, it does have higher stability and fire rate than the AK, making it easier to land shots with it.

Pros:

  • High dmg, OP range, and Accuracy

Cons:

  • Low RoF and Stability make it ineffective at CQB

K22




Base Price: 224,750
Damage: 36
Accuracy: 76
Stability: 47
Fire Rate: 68
Optimal Range: 22 Meters
Mag Size/Max Ammo: 30/90
Country of Origin: South Korea
Manufacturer: Daewoo
Caliber: 5.56x45mm NATO
Year Introduced: 1984


Author's Note's: This rifle would be considered a upgrade over the M4A1 due to almost each stat being higher than those on the M4. Like the M4, it's suited for almost any situation.

  • Good all round stats make it useful in most situations

Cons:

  • Outclassed by most AR's

ACR1-G2




Base Price: 237,250
Damage: 34
Accuracy: 70
Stability: 52
Fire Rate: 63
Optimal Range: 22 Meters
Mag Size/Max Ammo: 30/90
Country of Origin: U.S.A
Manufacturer: Remington
Caliber: 5.56x45mm NATO
Year Introduced: 2010

KHX-160




Base Price: 237.250
Damage: 38
Accuracy: 65
Stability: 55
Fire Rate: 75
Optimal Range: 22 Meters
Mag Size/Max Ammo: 30/90
Country of Origin: Italy
Manufacturer: Beretta
Caliber: 5.56x45mm NATO
Year Introduced: 2008

Author's Notes: Beating out the ACR in highest stability and with more damage, this rifle's recoil has a very predictable pattern meaning that a skilled player can make effective shots at range without worrying about spread. It's accuracy is five points lower than the ACR though so adding accuracy mods for it is a must.

Pros:

  • High damage
  • Best Stability of its class
  • Decent Rof and OP Range

Cons:

  • Low accuracy
Weapons - Bullpup Assault Rifles
Note: This is not a separate class, it's just to make more room in the other section.

Seburo C-30


Base Price: 319,750
Damage: 37
Accuracy: 67
Stability: 50
Fire Rate: 71
Optimal Range: 23 Meters
Mag Size/Max Ammo: 30/90
Country of Origin: Japan
Manufacturer: Seburo
Caliber: 5.45x45mm
Year Introduced: 2024-2029

Author's Note: An iconc rifle in Stand Alone Complex used by Section 9 for special operations. The C-30 sports a unique stat setup combining high damage and stability with an average fire rate and accuracy, while the stats are good it does have few downsides regarding attachment options with only having access to long barrels and no grips and no access to the drum mag. Dispite these drawbacks, the rifle remains a popular choice among many.

Pros:

  • Balanced stats make it versatile
  • Good OP Range

Cons:

  • Lack of some attachment options make customization limited

S25-R




Base Price: 249,750
Damage: 33
Accuracy: 66
Stability: 51
Fire Rate: 85
Optimal Range: 22 Meters
Mag Size/Max Ammo: 30/90
Country of Origin: Isreal
Manufacturer: Israel Weapon Industries
Caliber: 5.49x39mm
Year Introduced: 2001

Author's Note's: FA's first bullpup AR, While it lacks damage it sports high stability and fire rate allowing it to do well in CQB and keep up with most smg's. Its drawbacks lie in its attachments in which it cannot equip long barrels, bipods, or a drum mag. Dispite these however, it can still do well in the right hands.

  • High Rof makes it effective in CQB
  • Good Stability makes burst fire easier to control
  • Decent OP range

Cons:

  • Low Dmg
  • Lack of certain attachments makes customization limited

F-MAS G1




Base Price: 237.250
Damage: 33
Accuracy: 64
Stability: 50
Fire Rate: 88
Optimal Range: 20 Meters
Mag Size/Max Ammo: 25/75
Country of Origin: France
Manufacturer: Nexter
Caliber: 5.56x45mm NATO
Year Introduced: 1978

Author's Note's: A high fire rate bullpup AR that sports the lowest accuracy and smallest mag size of all AR's but sporting the highest fire rate of all AR's. In skilled hands this rifle can still do well in most situations. A high accuracy build is recommended to compensate for its lower than average accuracy.

  • Highest RoF of its class
  • Good Stability

Cons:

  • Lowest accuracy and Damage of its class
  • Smallest Mag size of its class
  • Low OP range

F2020




Base Price: 237.250
Damage: 34
Accuracy: 74
Stability: 40
Fire Rate: 80
Optimal Range: 24 Meters
Mag Size/Max Ammo: 30/90
Country of Origin: Belgium
Manufacturer: FN Herstal
Caliber: 5.56x45mm NATO
Year Introduced: 2001
Weapons - Machine Guns
Machine Guns are large and slow but are powerhouses in mid range combat, beating out ARs. while being able to suppress the enemy. While they can kill in close range it's not recommended.

This weapon class can only be used by Assault Operatives.

Starter Weapons

M249-G4




Base Price: 42,800
Damage: 43
Accuracy: 30
Stability: 35
Fire Rate: 75
Optimal Range: 25 Meters
Mag Size/Max Ammo: 100/200
Country of Origin: Belgium
Manufacturer: FN Herstal
Caliber: 5.56x45mm NATO
Year Introduced: 1984

Author's Notes: A slow, heavy yet powerful MG. Sporting one the highest magazine (100 rounds) and ammo count of all weapons and with very high damage. One of the few guns in the game that can easily mow through nano gel and penetrate thin walls without issue. The downsides for this MG are its low stability, low accuracy, and very long reload time due to being a belt fed MG. A mix of stability and accuracy parts are recommended.

Pros:

  • Good all round stats
  • High mag size due to being belt fed

Cons:

  • Slow reload speed due to being belt fed

Market Weapons

Seburo MG





Base Price: 314,750
Damage: 46
Accuracy: 36
Stability: 36
Fire Rate: 68
Optimal Range: 28 Meters
Mag Size/Max Ammo: 50/150
Country of Origin: Japan
Manufacturer: Seburo
Caliber: 5.56x45mm NATO
Year Introduced: 2024-2029

Author's Notes: A Seburo made MG rarely used by Section 9 and intended for front line use. While the M249 is used more often than the MG due its higher RoF and mag size, It still has some advantages over it with higher damage, accuracy, stability, and optimal range. Due to it being a magazine fed MG it has a faster reload time and can equip a dual a1 mag to increase its total ammo count. As a Seburo weapon, it cannot equip a grip but like the Seburo SR it can equip the 2001-Basic.

Pros:

  • Highest Damage of its class
  • Good Accuracy and Stability
  • Good OP range

Cons:

  • Limited customization due to lack of certain parts

L86-SEO





Base Price: 237.250
Damage: 42
Accuracy: 40
Stability: 36
Fire Rate: 66
Optimal Range: 25 Meters
Mag Size/Max Ammo: 50/150
Country of Origin: United Kingdom
Manufacturer: Royal Small Arms Factory
Caliber: 5.56x45mm NATO
Year Introduced: 1985

Author's Notes: While Damage and fire rate are the lowest of all MGs, it sports the highest accuracy and stability of all MGs meaning it's easier to land shots with this MG than most. Like the other three Mag fed MGs, it has a faster reload time than the M249 and can equip the dual a1 mag for extra ammo. Equip a LB and accuracy parts to maximize the MGs efffectiveness.

Pros:

  • Highest accuracy of its class
  • Good Stability

Cons:

  • Low Rate of Fire and Damage

MG36-A





Base Price: 237,250
Damage: 45
Accuracy: 31
Stability: 35
Fire Rate: 73
Optimal Range: 28 Meters
Mag Size/Max Ammo: 50/150
Country of Origin: Germany
Manufacturer: Heckler & Koch
Caliber: 5.56x45mm NATO
Year Introduced: 1997

Author's Notes: With a mix of good Damage and RoF, this MG will mow through anyone nano gel or otherwise. However, it sports lower stats in other catagories than the other MGs only compared to the M249. It's recommended to use stability parts to better control the RoF. Being a mag fed MG, it has a faster reload time over the M249 and can equip a dual a1 mag.


Pros:

  • Good damage and OP range
  • Good RoF

Cons:

  • Low accuracy

MG33-A



Base Price: 237,250
Damage: 42
Accuracy: 30
Stability: 31
Fire Rate: 85
Optimal Range: 25 Meters
Mag Size/Max Ammo: 100/200
Country of Origin: Germany
Manufacturer: Rheinmetall
Caliber: 7.62×51mm NATO
Year Introduced: 1960

Author's Notes: While lacking in some areas, it's biggest feature is its very high rate of fire which is the highest of its class. At close range it will beat out even some SMGs.

Pros:

  • Highest RoF of its class
  • High mag size due to being belt fed

Cons:

  • Low overall stats compared to most MGs
  • Slow reload speed due to being belt fed
Weapons - Sub-Machine Guns
Sub Machine Guns are low dmg, low accuracy but fast RoF weapons suited for close range and decent in Mid range. Shotguns will still beat them in close range and beaten by everything else in mid range. These guns are suited for a run and gun style.

This weapon class can only be used by Infiltrators.


Starter Weapons

MP-V5A



Base Price: Default
Damage: 28
Accuracy: 48
Stability: 60
Fire Rate: 83
Optimal Range: 15 Meters
Mag Size/Max Ammo: 30/90
Country of Origin: Germany
Manufacturer: Heckler & Koch
Caliber: 9×19mm Parabellum
Year Introduced: 1966

Author's Notes: The starting smg for all new operatives. while it is outclassed by every other smg, it is still a good contender with a decent stability and RoF. In this case I would recommend a good mix of stability and accuracy for a decent build.

Pros:
  • Decent Stats
  • High RoF

Cons:
  • Ourclassed by other SMGs


MP5K-S3




Base Price: 14,100
Damage: 26
Accuracy: 57
Stability: 61
Fire Rate: 85
Optimal Range: 15 Meters
Mag Size/Max Ammo: 30/90
Country of Origin: Germany
Manufacturer: Heckler & Koch
Caliber: 9×19mm Parabellum
Year Introduced: 1966

Author's Notes: While having a slightly lower dmg than the MP-V5, this smg beats it in every other regard, meaning it is considered an upgrade over it. Equip a LB to make up for the low dmg and equip stability parts to lower recoil for cqb fights.

Pros:
  • Better accuracy compared to the MP-V5A
  • High RoF

Cons:
  • Lower damage compared to the MP-V5A

Market Weapons

Seburo C26-A




Base Price: 302,250
Damage: 26
Accuracy: 54
Stability: 62
Fire Rate: 85
Optimal Range: 15 Meters
Mag Size/Max Ammo: 30/90
Country of Origin: Japan
Manufacturer: Seburo
Caliber: 5.45x45mm
Year Introduced: 2024-2029

Author's Notes: The Seburo C-26A is the standard issue PDW issued to Section 9 personel for a majority of combat operations. While not as impressive as other SMG's, it still maintains a high fire rate combined with high stability making it deadly in close quaters but falters a bit at mid range. Personally, I use a CBC2 to compansate for the damage fallout. Like other Seburo weapons, it cannot equip a grip and like the C30, it cannot equip the 2001-Basic or a drum mag.

Pros:
  • Good Accuracy and Stability
  • High RoF

Cons:
  • Low Damage compared to most SMGs
  • Lack of certain parts makes customzation limited

UMP-45S1





Base Price: 199,750
Damage: 33
Accuracy: 62
Stability: 59
Fire Rate: 60
Optimal Range: 20 Meters
Mag Size/Max Ammo: 25/75
Country of Origin: Germany
Manufacturer: Heckler & Koch
Caliber: .45 ACP
Year Introduced: 1999

Author's Note's: This smg stands out from other smgs for having the highest accuracy of all smgs while having the lowest fire rate, stability, and mag size of all smgs, meaning among those who pefer a run and gun playstyle this smg offen gets ignored for other smgs. However, Due to these it handles more like an AR meaning AR players will have no trouble using it.

Pros:
  • Highest damage and accuracy of its class
  • Highest OP range of its class
  • Decent stability

Cons:
  • Smallest mag size of its class
  • Low RoF makes CQB diffcult

DEATHSTALKER EVO





Base Price: 212,250
Damage: 29
Accuracy: 56
Stability: 61
Fire Rate: 88
Optimal Range: 18 Meters
Mag Size/Max Ammo: 30/90
Country of Origin: Czech Republic
Manufacturer: Česká zbrojovka Uherský Brod
Caliber: 9×19mm Parabellum
Year Introduced: 2009

Author's Notes: What stands out for this smg is its high optimal range, meaning it can reach out a bit farther than most smgs beat out only by the UMP in this regard.

Pros:
  • Good damage and accuracy
  • Good OP range
  • High RoF

Cons:
  • High RoF can drain mag quickly on full auto

KRIS-SV





Base Price: 187,250
Damage: 25
Accuracy: 53
Stability: 62
Fire Rate: 88
Optimal Range: 12 Meters
Mag Size/Max Ammo: 28/84
Country of Origin: U.S.A
Manufacturer: KRISS USA
Caliber: .45 ACP
Year Introduced: 2009


Author's Notes: While its dmg and range are subpar, it does still have good accuracy, stability, and RoF. A LB is recommended to make up for dmg but the basic could work for stability builds.

u]Pros:[/u]
  • High stability
  • High RoF, good for CQB
  • Unusual mag size

Cons:
  • Lowest damage of its class
  • Lowest OP range of its class

SEO MPX






Base Price: 212,250
Damage: 30
Accuracy: 53
Stability: 60
Fire Rate: 83
Optimal Range: 15 Meters
Mag Size/Max Ammo: 30/90
Country of Origin: U.S.A
Manufacturer: SIG Sauer
Caliber: 9×19mm Parabellum
Year Introduced: 2013


Author's Note: A SMG made popular by one of the games top players. Combining high stability with a high fire rate makes the drum mag a popular choice among many. Even at mid range it can maintain a low spread while burst firing but careless shooting with full auto can bleed your ammo reserve. The most popular build with this gun involves the drum mag combined with high accuracy and a short range sight.

P-90S1





Base Price: 199,750
Damage: 26
Accuracy: 45
Stability: 62
Fire Rate: 88
Optimal Range: 15 Meters
Mag Size/Max Ammo: 50/150
Country of Origin: Belgium
Manufacturer: FN Herstal
Caliber: FN 5.7x28mm
Year Introduced: 1991



Author's Notes: The only smg to have a 50 round mag by default. While damage and accuracy are subpar it makes up for it with good stability and Rof. Due to its setup it cannot equip a grip or a magazine. It's recommended to buy accuracy parts to make up for the low accuracy.

u]Pros:[/u]
  • High stability
  • Highest mag size of its class
  • High RoF

Cons:
  • Low damage
  • Lowest Accuracy of its class
Weapons - Shotguns
Shotguns are the kings of CQB (Close Quarters Battles) Able to beat out any weapon in close range without effort. Just don't try to snipe with it.

This weapon class can only be used by Infiltrators.

Starter Weapons

870-ICS



Base Price: 19,600
Damage: 112
Pellet Count: 8
Accuracy: 35
Stability: 33
Fire Rate: 6
Optimal Range: 8 Meters
Mag Size/Max Ammo: 8/24
Country of Origin: U.S.A
Manufacturer: Remington
Caliber: 12 Gauge
Year Introduced: 1950

Pros:
  • Highest Damage of pump action shotguns
  • Recoil not a factor

Cons:
  • Lowest OP range of pump action shotguns
  • Slow RoF

Market Weapons

USS 12



Base Price: 199,750
Damage: 58
Pellet Count: 7
Accuracy: 35
Stability: 31
Fire Rate: 20
Optimal Range: 7 Meters
Mag Size/Max Ammo: 6/24
Country of Origin: South Korea
Manufacturer: Daewoo
Caliber: 12 Gauge
Year Introduced: 1989

Pros:
  • Fully Automatic
  • Good Stability
  • Can Equip a grip and mag

Cons:
  • Lowest OP range of all shotguns
  • Lowest Damage of all shotguns
  • Smallest mag size of all shotguns

KSG-G1






Base Price: 212,250
Damage: 88
Pellet Count: 7
Accuracy: 48
Stability: 27
Fire Rate: 7
Optimal Range: 12 Meters
Mag Size/Max Ammo: 14/42
Country of Origin: U.S.A
Manufacturer: Kel-Tec
Caliber: 12 Gauge
Year Introduced: 2011

Pros:
  • Highest accuracy of pump action shotguns
  • Recoil not a factor
  • Can equip a grip
  • High OP range
  • High mag size

Cons:
  • Lowest damage of pump action shotguns
  • Slow RoF
  • Lowest Pellet Count

STA-12S2





Base Price: 212,250
Damage: 107
Pellet Count: 9
Accuracy: 38
Stability: 25
Fire Rate: 7
Optimal Range: 12 Meters
Mag Size/Max Ammo: 15/45
Country of Origin: Turkey
Manufacturer: UTAS
Caliber: 12 Gauge
Year Introduced: 2006

Pros:
  • High Damage
  • Recoil not a factor
  • Highest Stability of pump action shotguns
  • Highest pellet count
  • High OP range

Cons:
  • Lowest accuracy of pump action shotguns
  • Slow RoF
Weapons - Sniper Rifles
Sniper Rifles are weapons suited for long range combat. When using SRs, it's usually recommended to stay out of the front line and pick off enemies from a distance. (Unless you're some aussie with filck skills or whatever. This is not Counter Strike people. >:( )

This weapon class is exclusive to Specialists.


Starter Weapons

L118-S1b



Base Price: Default
Damage: 156
Accuracy: 100
Stability: 15
Fire Rate: 4
Optimal Range: 42 Meters LB: 46 Meters
Effective Range:
Extreme Range:
Mag Size/Max Ammo: 5/15, Expanded Mag: 8/24
Country of Origin: United Kingdom
Manufacturer: Accuracy International
Caliber: 7.62x51mm NATO
Year Introduced: 1990

SA50




Base Price: 34,200
Damage: 135
Accuracy: 85
Stability: 21
Fire Rate: 7
Optimal Range: 43 Meters LB: 47 Meters
Mag Size/Max Ammo: 5/15, Expanded Mag: 8/24
Country of Origin: United Kingdom
Manufacturer: Accuracy International
Caliber: .50 BMG
Year Introduced: 2007

Market Weapons


Seburo SR



Base Price: 319,750
Damage: 178
Accuracy: 100
Stability: 21
Fire Rate: 3
Optimal Range: 48 Meters LB: 52.8 Meters
Mag Size/Max Ammo: 5/15, Expanded Mag: 8/24
Country of Origin: Japan
Manufacturer: Seburo
Caliber: N/A
Year Introduced: 2024-2029


CM2010




Base Price: 237,250
Damage: 180
Accuracy: 100
Stability: 24
Fire Rate: 3
Optimal Range: 45 Meters, LB: 49 Meters
Mag Size/Max Ammo: 5/15, Expanded Mag: 8/24
Country of Origin: U.S.A
Manufacturer: Remington
Caliber: .338 Lapua Magnum
Year Introduced: 2013

M99D


Base Price: 237,250
Damage: 184
Accuracy: 100
Stability: 17
Fire Rate: 3
Optimal Range: 45 Meters, 49 Meters
Mag Size/Max Ammo: 10/30, Expanded Mag: 13/39
Country of Origin: U.S.A
Manufacturer: Barret Firearms Manufacturing
Caliber: .338 Lapua Magnum
Year Introduced: 2008

MM200




Base Price: 249,750
Damage: 176
Accuracy: 100
Stability: 26
Fire Rate: 3
Optimal Range: 38 Meters, LB: 42 Meters
Mag Size/Max Ammo: 5/15, Expanded Mag: 8/24
Country of Origin: U.S.A
Manufacturer: CheyTac
Caliber: .408 Cheyenne Tactical
Year Introduced: 2001

SR-V97




Base Price: 237,250
Damage: 154
Accuracy: 100
Stability: 36
Fire Rate: 4
Optimal Range: 40 Meters, LB: 44 Meters
Mag Size/Max Ammo: 10/30, Expanded Mag: 13/39
Country of Origin: Russia
Manufacturer: Izhmash
Caliber: 7.62x51mm NATO
Year Introduced: 2003

SEO90




Base Price: 237,250
Damage: 79
Accuracy: 58
Stability: 29
Fire Rate: 33
Optimal Range: 40 Meters, LB: 44 Meters
Mag Size/Max Ammo: 10/54, Expanded Mag: 15/54
Country of Origin: Germany
Manufacturer: Heckler & Koch
Caliber: 7.62x51mm NATO
Year Introduced: 1990


Weapons - Personal Defense Weapons
Personal Defense Weapons or PDWs are small, light weapons that function simular to SMG's but with some unusual characteristics like smaller mags for example.

Usable for Specialists.


PP-2200





Base Price: 224,750
Damage: 27
Accuracy: 54
Stability: 63
Fire Rate: 85
Optimal Range: 12 Meters
Mag Size/Max Ammo: 20/60, Expanded Mag: 40/80
Country of Origin: Russia
Manufacturer: KBP Instrument Design Bureau
Caliber: 9x19mm 7N21 +P+
Year Introduced: 2006

Author's Note: Its defining feature is that it's the only automatic weapon that can equip the extended mag and not the dual mag. Because of this, it will have 10 less ammo than the drum mag but it will be spared the weapon switch penaity and with lower stability and movement speed penaities, making this attachment a better choice over the drum mag.

u]Pros:[/u]
  • Extended mag, giving it 40 rounds
  • High RoF, good for CQB
  • High stability
  • Good Accuracy

Cons:
  • Low damage
  • Very low OP range
  • Small default mag size

KA-P5W





Base Price: 212,250
Damage: 35
Accuracy: 57
Stability: 58
Fire Rate: 70
Optimal Range: 20 Meters
Mag Size/Max Ammo: 30/90
Country of Origin: U.S.A
Manufacturer: Knight's Armament Company
Caliber: 6x35mm
Year Introduced: 2006

Author's Notes: This PDW in every regard would be considered a shortend down version of the M4A1 because of the same damage, same OP range, and almost the same fire rate. However it's accuracy and stability are slightly lower than the UMP. Dispite this however, anyone familar with AR's will feel right at home with it.


u]Pros:[/u]
  • Good Damage
  • Good balance of Accuracy and Stability
  • Good OP range

Cons:
  • Low RoF beaten out by most SMGs
Weapons - Sidearms
Sidearms are often used as a last resort or when your primary is low on ammo. Switching to your secondary is often faster than reloading. Because sidearms can't be modded, the choice of which one is often personal preference. If you're crazy enough to use secondaries as a main gun, then I recommend equiping the pistol master chip for increased stability.


Starter Weapons

Seburo M5




Base Price: Default
Damage: 25
Accuracy: 51
Stability: 26
Fire Rate: 60
Optimal Range: 10 Meters
Mag Size/Max Ammo: 20/60
Country of Origin: Japan
Manufacturer: Seburo
Caliber: 5.45x18mm 7n7
Year Introduced: 2024-2029

Author's Notes: The standard sidearm for all Section 9 personal. It sports high accuracy and magazine size over most semi auto pistols but is often replaced by the 93-SE.

u]Pros:[/u]
  • Good all round stats
  • High mag size

Cons:
  • Low OP range

SEO-P226







Base Price: Awarded at Lvl 6
Damage: 28
Accuracy: 47
Stability: 25
Fire Rate: 50
Optimal Range: 12 Meters
Mag Size/Max Ammo: 12/36
Country of Origin: Germany
Manufacturer: SIG Sauer
Caliber: 9x19 Parabellum
Year Introduced: 1983

Author's Notes: Considered an upgrade over the M5 due to its higher damage and optimal range, but sporting lower accuracy, stability, fire rate and magazine size. Still, it still does well in it own right.

u]Pros:[/u]
  • Highest damage of semi auto pistols
  • Good OP range
  • Decent stability

Cons:
  • Lowest mag size of its class
  • Low accuracy

Market Weapons

KCZ-85

KCZ-85.png]


Base Price: 157,250
Damage: 27
Accuracy: 53
Stability: 24
Fire Rate: 50
Optimal Range: 12 Meters
Mag Size/Max Ammo: 17/51
Country of Origin: Israel
Manufacturer: BUL Transmark
Caliber: 9x19 Parabellum
Year Introduced: 1999

Author's Notes: Compared to the P226, this would be considered a better option due to higher stats in some areas like accuracy and a larger magazine size. And even would beat out the M5 in some regard.

u]Pros:[/u]
  • Good damage
  • Decent mag size
  • Good accuracy

Cons:
  • Mildly low stability compared to the P226

SN 5-7





Base Price: 157,250
Damage: 25
Accuracy: 47
Stability: 27
Fire Rate: 60
Optimal Range: 10 Meters
Mag Size/Max Ammo: 20/60
Country of Origin: Belgium
Manufacturer: FN Herstal
Caliber: FN 5.7x28mm
Year Introduced: 2000

Author's Notes: While this pistols stats are on par with the M5, it is actually has a higher damage stat dispite showing the same number on the M5. (Stats are currently misleading. Still figuring the actual damage stat.)

u]Pros:[/u]
  • Good all round stats
  • High mag size

Cons:
  • Low OP range

93-SE






Base Price: 149,750
Damage: 25
Accuracy: 38
Stability: 32
Fire Rate: 85
Optimal Range: 8 Meters
Mag Size/Max Ammo: 20/60
Country of Origin: Italy
Manufacturer: Beretta
Caliber: 9x19mm Parabellum
Year Introduced: 1979

Author's Notes: A favorite among many due to being the only sidearm that can burst fire. While it has the highest stability and fire rate of all secondaries it does have the lowest optimal range and the high RoF might make you waste more ammo from missed shots.

u]Pros:[/u]
  • Burst Fire (3 round Burst)
  • High mag size
  • High Stability

Cons:
  • Lowest OP range
  • Very poor accuracy

44. Magnum






Base Price: 154,750
Damage: 51
Accuracy: 44
Stability: 23
Fire Rate: 20
Optimal Range: 16 Meters
Mag Size/Max Ammo: 6/18
Country of Origin: Brazil
Manufacturer: Taurus
Caliber: .44 Magnum
Year Introduced: N/A

Author's Notes: Like every military and police FPS out there, there's always a 44. Magnum in it. The high damage and optimal range will beat out semi autos in most situations including able to actually get a headshot with one bullet but due to it having only 6 rounds in a mag, missed shots will punish you so unless you're a good shot I'd avoid this one.

Mateba 2006M





Damage: 48
Accuracy: 38
Stability: 25
Fire Rate: 21
Optimal Range: 15 Meters
Mag Size/Max Ammo: 6/18
Country of Origin: Italy
Manufacturer: Mateba
Caliber: .357 Magnum
Year Introduced: N/A

Author's Notes: Togusa's trusty Mateba. While having slightly lower stats than the 44. magnum, it does have a slighter higher fire rate and stability. Like the 44 it can get headshots with one shot and can land shots easier but some of the 44's faults pass on to the Mateba, making the choice between the two a bit difficult.

Mateba 2008M (Not Implemented)



Stats Source: Link[translate.google.com]
Damage: 48
Accuracy: 32
Stability: 27
Fire Rate: 21
Optimal Range: 15 Meters
Mag Size/Max Ammo: 6/18
Country of Origin: Italy
Manufacturer: Mateba
Caliber: .357 Magnum
Year Introduced: N/A
Weapons - Grenades
M030



Author's Notes: It's a grenade, you throw it and it explodes. Nuff said.

Can only be used by Assault Operatives.

Scrambler



Author's Notes: This gernade acts like a sort of flashbang gernade. Capable of blinding enemy players. Be warned however, it can affect teammates too so be careful of where you throw it.

Can only be used by Infiltrators.

Smoke Bomb




Author's Notes: Smoke bombs are very useful at providing cover for your team as well as obscuring enemy sight. It is also useful against Thermoptic camo and Nano gel as anyone with camo will appear within it and nano gel is seen behind it.

Can only be used by Specialists.
Sight Guide
This section covers every sight for every weapon in the game.

Iron Sights

Iron sights have a faster ads time than most sights but some of them may be too obstructive when viewing through them.








































[/u]





















Red Dot Sights and Mid Range Scopes

These sights have a clear sight picture with a red dot in the middle and a higher zoom than Iron sights. However some sights may have thick borders that may be a bit obstructive in some cases.

Note: List not in particular order.



XT1

Zoom: x1.4
Aim Speed: 0.14 Seconds
Variable Zoom: Off



KHI 776

Zoom: x2.0
Aim Speed: 0.18
Variable Zoom: Off



KHI HS

Zoom: x2.0
Aim Speed: 0.18 Seconds
Variable Zoom: Off



Seburo HD25

Zoom: x3.4
Aim Speed: 0.22 Seconds
Variable Zoom: Off



Quick Point S1

Zoom: x1.2
Aim Speed: 0.12 Seconds
Variable Zoom: Off



N7 RDS

Zoom: x1.4
Aim Speed: 0.14 Seconds
Variable Zoom: Off



Trico Minicon

Zoom: x1.4
Aim Speed: 0.14 Seconds
Variable Zoom: Off



Quick Point S2

Zoom: x1.2
Aim Speed: 0.12 Seconds
Variable Zoom: Off



Seburo ACS

Zoom: x3.4
Aim Speed: 0.22 Seconds
Variable Zoom: Off


4x32 PS

Zoom: x3.4
Aim Speed: 0.22 Seconds
Variable Zoom: Off



Trico URDU

Zoom: x2.0
Aim Speed: 0.18 Seconds
Variable Zoom: Off



FM RDS

Zoom: x1.4
Aim Speed: 0.14 Seconds
Variable Zoom: Off


TruSIGHT

Zoom: x1.4
Aim Speed: 0.14 Seconds
Variable Zoom: Off



Seburo RS

Zoom: x1.4
Aim Speed: 0.14 Seconds
Variable Zoom: Off



DIO-V

Zoom: x1.4
Aim Speed: 0.14 Seconds
Variable Zoom: Off

Sniper Scopes

Sniper scopes offer a variable zoom and remain aimed down even while not holding right click.
(Sniper Rifles only)


8x Scope

Zoom: x8.0 (x12.0)
Aim Speed: 0.25 Seconds
Variable Zoom: On



PSO-1

Zoom: x4.6
Aim Speed: 0.26 Seconds
Variable Zoom: On
Attachment Guide
Aim Assist



KBY-11

Price: 42,250 (11,100 on starter weapons)
Accuracy: +3
Laser Type: Red
Movement Speed -2



KBY-18A

Price: 44,750
Accuracy: +2
Laser Type: Green
Movement Speed -1



SOC-1

Price: 44,750
Accuracy: +2
Laser Type: Blue
Movement Speed -1

Brain Connector

Price: 52,250 Each

These fit into the aim assist slot.

These attactments add a 10% increase in damage depending on range and a -5% reduction in damage in other areas

Unlike laser sights, these do not affect accuracy or movement speed but cost a little more GP.



CBC1

Extreme Range -5% / Effective Range -5% / Optimal Range +10%


CBC2

Extreme Range -5% / Effective Range +10% / Optimal Range -5%


CBC3

Extreme Range +10% / Effective Range -5% / Optimal Range -5%

Barrel

Note: Certain weapons do not have access to certain Barrels.

Standard Barrel

The 1001-Basic does nothing while the 2001-Basic Increases both Accuracy and Stability.

Note: Seburo weapons do not have access to the 2001-Basic.

1001-Basic



No Stat Change

2001-Basic



Price: 44,750
Accuracy: +2
Stability: +2

Short Barrel

Both Barrels increase Stability and Movement speed at the cost of Damage and range.

Note: Only AR's (Except for the Seburo C-30) have access to Short Barrels.

1116-SB



Price: 42,250 (12,500 on starter weapons)
Damage: -2
Stability: +2
Effective Range: -10%
Movement Speed: +5


2116-SB



Price: 54,750
Damage: -3
Stability: +2
Effective Range: -10%
Movement Speed: +10

Long Barrel

Both barrels increase damage, accuracy and range at the cost of movement speed.

1511-LB



Price: 62,250 (12,500 on starter weapons)
Damage: +2 (+1 for SMG's, +3 for Sniper Rifles)
Accuracy: +2
Effective Range: +10%
Movement Speed: -5

2511-LB



Price: 67,250
Damage: +3 (+2 for SMG's, +4 for Sniper Rifles)
Accuracy: +2
Effective Range: +10%
Movement Speed: -5

Muzzle

Muzzle Brake

Note: Sniper Rifles and Machine Guns have different muzzle brakes but are identcal stat wise. Shotguns do not have muzzle brakes.

Basic



No Stat Change

MB50L



Price: 42,250
Accuracy: +2
Muzzle Type: Cross

MB58L



Price: 44,750
Accuracy: +2
Muzzle Type: X-Cross

Suppressor

OPS 1S



Price: 47,250
Stability: +4
Effective Range: -10%
Detection Range: -10 Meters

R4-SP5



Price: 44,750
Stability: +2
Effective Range: -5%
Detection Range: -12 Meters

Magazine

Certain weapons do not have access to drum magazines or magazines in general.

Basic



No Stat Change

Dual A1



Price: 59,750
Extra Magazine: Varies on Weapon
Movement Speed: -5
Stability: -5

Drum A1



Price: 74,750
Drum Mag: 50/100
Movement Speed: -5
Weapon Swap Speed: -10
Stability: -10

Extended A1



Note: This Attachment is exclusive to SR's and the PP-2200.

Price: 64,750
Expanded Magazine: Varies (Check Weapons sections for details.)
Movement Speed: -2
Stability: -2


Grip

All grips have the same stats with different effects.

Certain weapons do not have access to grips.

Price: 52,250 Each
Stability: +3
Movement Speed: -2

AFG-7



Reduces Vertical Recoil.

AFG-3



Reduces Horizontal Recoil.

SSE5



Reduces recoil while Aiming down sights.

Bipod (AR, MG and SR only.)

Note: Certain weapons have their own bipod but are Identical stat wise to the Morris UR5.

Morris UR5



Price: 44,750
Stability: +5
Movement Speed: -5
Weapon Swap Speed: -5

TH1029



Price: 49,750
Stability: +7
Movement Speed: -5
Weapon Swap Speed: -5

FA-CON



Note: This bipod is unique to the F-MAS G1

Price: 39,750
Stability: +2
Movement Speed: -2
Weapon Swap Speed: -5
Game Modes and Maps
This section covers the four game modes and maps currently available in game.

Note: Some infomation may be inaccuracte. Feel free to correct me.


Team Deathmatch


The objective of this mode is to get 8000 points before the other team by killing players from the enemy team.

Each kill adds 100 points to your teams score.


PSS9 (Team Deathmatch)

Downtown Dejima (Team Deathmatch)

Neon Ruins

Headquarters (Team Deathmatch)

Military Dome (Not implemented)
No Map Available

Electronic Center (Team Deathmatch)
No Map Available

Elimination (2.0)

Like Demolition but without the bomb. Teams must try to stay alive til either team is wiped out or time runs out

Certain parts of the map will be locked down after a certain amount of time has passed.

Urban City


Dubbing Site


Port

Terminal Conquest

This mode is a very team focused game mode, both teams must take five terminals or take all of the terminals to win the game. One player is required to capture the terminal. Warning: Beware of gernade showers.

District Ruins

Cyber Ward

Underground Base


Palace (Prototype) (Not Playable)


Source

Demolition

Attackers must make their way to one of the bomb sites to arm the bomb and defend it until bomb counter reaches zero or kill every defender while defenders must defend the bomb sites and kill every attacker or wait until the timer runs out. if the bomb is armed, defenders must try to defuse the bomb before bomb counter reaches zero. Teams switch sides after five rounds. whichever team wins six rounds win the game.

PSS9 (Demolition)

Downtown Dejima (Demolition)

Geofront (Demolition)

Headquarters (Demolition)

Station

Electronic Center (Demolition)
No Map Available

Ghost Assault (Alpha) (Not Playable)

This is Ghosts vs Cyborgs. One team wins by killing the other team or if ghosts survive the game. Cyborgs start with low ammo but have access to hyper sprint, can track ghosts with motion sensor on hud if nearby. Hack ghost cyberbrains to reveal locations of the ghosts to temporary disable camo. On the last 30 seconds, a seeker drone can be used to track down ghosts. Ghosts have one magazine but have access to Therm-optic camo (Complete Invisiblity). Heat sensor pings every few seconds revealing nearby cyborgs. Can shoot at cyborgs to slow them down. Hack downed ally cyberbrains to respawn teammates. On the last 30 seconds players can access their primary weapon. Teams switch every three rounds.

Headquarters (Ghost Assault)

Geofront (Ghost Assault)



Expert Training - Team Deathmatch
Note: This section is a WIP, more info will be added over time.

Pick your gun wisely.

TDM maps have areas that are suited for certain guns, in tight spaces smgs and shotguns will domniate, while in large and wide areas SR's, MG's and AR's will do well. Pick a gun and stick to a few areas you know you will do well in.

Don't go out in the open!

As the name says, There are wide open areas in every map that give a clear view for any sniper lurking around it. If you know someone is there waiting for you, try to avoid that area or if you feel brave you can lay down smoke for cover and engage the sniper.

Camping is for N00bs. LOL

In First Assault, camping is not always gonna work, especially with operatives like Motoko, Borma and Saito with their skills.

Know Thy Map.

Map knowledge can help you know where and when to strike as well as keeping you alive.
Expert Training - Terminal Conquest
Note: This section is a WIP, new info will be added over time.


Terminal Conquest is a mode that relies heavliy on teamwork, knowing chokepoints, cover locations and thin walls can make a difference in taking the terminal and losing it.

Below are some pro tips that can help you survive and most likely help you win the game.

Push Forward

Once taking a terminal your teams spawn point will move forward while the enemies will move back. However, this does not mean it will get easier. They will fortify their chokepoints as soon as they spawn in so pushing is essential. Camping far from your teammates and the target terminal will not help your team in any way and you will most likely lose the terminal in the process.

Spawn Time

After death, you will not spawn right away. Instead you and your team will spawn in waves with a fixed timer. Killing the entire enemy team will make it easier to push, but once they all spawn in at once it may be harder to maintain or take the terminal and stay alive in the process. Taking out the enemy team while taking the terminal will make things easier.

No Crowding Alowed

The most deaths in one game of TC happen on the terminal itself. The reason why is most players tend to crowd the terminal hoping they will take it faster, this is false. In reality only one player is needed in taking the terminal. So if you see your teammate on a terminal, stay away, because you will not only yourself killed but your teammate as well. Stay nearby to defend any areas that enemies can get to.

Full Speed Ahead!!!

If the terminal is left untaken over a certain period of time, a 2x will appear. This means that the speed in which to take the terminal has increased. Left longer and a 3x will appear on the gange. Use these as oppertunities to take the terminal. Be warned however, the enemy will try to do the same thing so stay alert at all times.

"I'm on the battlefield. Eh, What do I do?"

Tachikomas and think tanks can make a huge difference in battle. Armed with a machine gun and missile launcher, they can mark targets, cast smoke, move quickly, and jump to unreachable areas to do some serious damage. On the lower right corner of the screen next to the health gange, there is a indicator that will light up telling you when to summon your Tachikoma. Tachi Points are gained by taking the terminal, damaging the enemies think tank by hacking, and destroying enemy think tanks. This alone should encourage you to coop with your teammates. You will receive points whenever you summon your Tachikoma, when it kills an enemy, or when a teammate kills an enemy damaged by your Tachikoma. However, while they are strong they are not invincible, they can be damaged by gunfire by means of shooting the eyes, Kuro's EMP, and Batou's Arm launcher. They can also be damaged by hacking when near them, however, you will be marked when doing so, making you visible to the enemy team. A complete hack or when enough damage is done will render it useless for a short period, this way it will receive more damage from all sources. Knowing these will help you in defending your own tank and taking out theirs.
Expert Training - Demolition
Note: Section is a WIP, more info will be added as time goes by.

Demolition is a team focused game mode, more so than Terminal Conquest. Every player has one life so make every shot count. Attackers are charged with going to one of the two bomb sites A or B to arm the bomb and defend it until it goes off. Defenders must guard both bomb sites until time runs out. If the bomb has been armed, defenders must disarm it before it goes off. Another way for either team to win is to kill every player on either team. Teams switch after 4 rounds have past and will not switch again afterwards. When one team has won six rounds the game is over.


Stay with your Team.


This is not Team Deathmatch, don't assume you can kill enemies as easliy. They will stay together when defending or attacking and so should you. Staying together will improve your odds at not only staying alive but winning the game as well.

Awareness is key

Staying aware of your suroundings can help you stay alive and ambush unsuspecting players. Stay crouched when moving and listen for footsteps. Silenced weapons can also be heard when close enough so keep an ear for that too.

You got dem skillz.

Operative skills will be more useful than ever on Demolition. Area denial abilities like sentries can be used to defend placed bombs or defend bomb sites. Thermoptic barriers can be used in a bomb site entry point when defending. Thermoptic camo when equiped with silent camo and active camo can allow you to sneak past enemies for surprise kills and set off the bomb in the process. Heat Sensor is especially useful when attacking a bomb site or defending it. Seeker drones can seek out any surviving players.
Expert Training - Elimination
Coming Soon
Tips and Tricks
Note: Will update with new info overtime.

No GP? No Problem.

Your starter weapons are your best friends when starting out mainly because their starter attachments are cheaper than market bought ones so use them as much as possible before buying that one gun or part you want.


Don't camp, MOVE!!

In Terminal Conquest, an common issue is that most players are so concerned about their kdr they won't go anywere near the obj. This mode revolves around teamwork so if you're in one part of the map getting kills while your team is trying to take the obj, You're not helping your team. Go to chokepoints to prevent the enemy team from advancing but stay close to you team while doing so.

Listen for footsteps

Player and map awareness can save you if you're in a pickle. Alway be aware of your suroundings, listen for footsteps, and try crouchwalking.

Shoot the walls.

In certain parts of the maps, there are thin walls that bullets can penetrate through. Use these to surprise your enemies when they hide behind them. Knowing them all can give you the advantage.
Tachikoma - Alpha State
Note:This is still in a very eaily stage so there's not much information and not enough parts at the moment. More infomation will be added as more content is put in.

Tachikomas are customizable through this menu for use in Terminal Conquest. Points are awarded for capturing terminals and destroying enemy think tanks. After reaching 100 points you can summon your own Tachikoma to the field.

Tachikomas can be operated manualy by pressing E when near your Tachikoma. (Special TC mode only)(JP Version Only)

Tachikoma stats are affected by parts equipped on the Tachikoma.





Weight: Total weight of all parts
Loadage: How much the Tachikoma can carry
HP: Total health of Tachikoma
Max Speed: Effects movement speed of Tachikoma (Dependent on leg parts)
Acceleration: Affects acceleration speed (Dependent on leg parts)
DPS (Damage per Second): Affects main arms

37 Comments
° ✩ Ashley ☾ ゚ 20 Jun, 2023 @ 5:16pm 
Well if you ever hear anything amazing let us know Kk?
Exeterman79  [author] 16 Jun, 2023 @ 8:05am 
Possibly, though I have heard from much recently.
I Am Become Death 15 Jun, 2023 @ 9:05pm 
Are there any discords dedicate to private servers or continuing the game? Surely if the developers we're contacted a LAN or invite only server could be used. I very much like the graphics
° ✩ Ashley ☾ ゚ 25 Sep, 2022 @ 10:28pm 
I see what you mean, But they should have known we the few could have donated them to keep funding that project. I know I would have! What if we create a petition and have people sign it to have them continue working on it :)
Exeterman79  [author] 25 Sep, 2022 @ 11:14am 
They stopped development because the game was in such a bad state that it was no longer worth working on. They gave up after so much backlash from the games final changes from the community.
° ✩ Ashley ☾ ゚ 25 Sep, 2022 @ 8:14am 
This is soo sad! Do you by any chance know exactly why they discontinued this? I strongly believe it had great potential. May have been due to Copyrights.. Like Gun Media with Friday the 13th?
Exeterman79  [author] 12 Jul, 2022 @ 1:05pm 
There have been reports going around that there might be but I haven't seen any real gameplay videos.
° ✩ Ashley ☾ ゚ 12 Jul, 2022 @ 6:39am 
Do you know if this game can be played on a private server?
Eagle 4 Dec, 2020 @ 8:46pm 
Guess what! This game got a fan recreations, using server emulators! Actually runnable now
DivahSong 22 Jul, 2020 @ 1:24pm 
nostalgia ^^ I wish this was back it was way ahead of it's time in 2017. Lots of flaws but could still challenge things like valorant, r6s today