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This is the Community Weapon Comparison page, an article devoted exclusively to having detailed weapon comparisons. It has comparisons between all sorts of weapons, for multiple reasons. Such reasons include whether they be similar in performance, statistics, have similar uses, are of the same weapon family, (e.g. the SCAR family), are polar opposites, are in a particular category, or other important factors.
The primary objective of these comparisons is to highlight a weapon's strength and weaknesses when pitted against another and ultimately show what either weapon is good or bad at. At times, comparisons can sometimes suggest what is the 'best' of the compared weapons. This is not always definitive and the suggestion is rather more opinion than fact at times, whilst other times, the statistics show a weapon being clearly better. Due to the differentiation of player's play-style and experiences, their opinion is likely to be different. An example of specific comparisons are the G36 and the SCAR-L since they both possess a universal 4SK and a very similar ROF.
This guide is a Work In Progress (WIP), so this page is constantly being updated, worked on and improved.
G36 vs. AUG A1
Information on Weapons
The AUG A1 and G36 are both low rank assault rifles that are similar; They are medium ranged oriented Assault Rifles, are very accurate, have lower recoil than most weapons, and have default telescopic sights for medium-long range firefights (able to go head to head with DMRs and Snipers). However, they can be obstructive at CQC (Close Quarters Combat), due to the narrow field of view the sights offer.
One noticeable difference between the two weapons is that only the AUG A1 has a default iron sight, which is very clear, for CQC. There, the G36 has better target acquisition since it can't switch to a backup iron sight and has an obstructive default sight. Its carry handle also obstructs the player's view, limiting their peripheral vision. The default back-up iron sight on the AUG-A1 and the optic attachment with the G36 can be switched by pressing T with both weapons are able to switch between their default scope. This ability also makes both weapons more versatile than others.
The AUG A1 has better hipfire stability for a sticky situation. However, the G36 is better in CQC due to a higher RoF (750 vs 680), making it better against ARs and PDWs. Both aren't particularly good in CQC - better at medium range. But, the higher RoF also means that the G36 can waste more ammo, particularly at longer ranges if the player does not have good accuracy or trigger discipline.
Similarities:
- Default, accurate telescopic sight for mid-long range that can be switched with T.
- Above average statistics.
- Low recoil.
- Telescopic sight can be obstructive in CQC.
G36
Pros:
- Faster RoF, less vulnerable in close quarters.
- Slightly higher max range and damage.
- 4SK to any body parts at all ranges.
- Faster reload
Cons:
- Spends more ammo at long range than AUG A1.
AUG A1
Pros:
- Spends less ammo at range than G36.
- Decent fire rate for further ranges.
- Lower damage drop off (higher max range).
- Comes with integrated scope
- Clean backup iron sights
Cons:
- Can be outgunned in close quarters due to its somewhat slow RoF (rate of fire).
- 5SK to the torso at long range.
- Very slow empty reload
Final Verdict
Many of the differences are slight - recoil and hipfire accuracy. The important ones are the RoF, range, and STK (shots to kill) - so the AUG is better close up, and the G36 further away.
Dragunov SVU vs. SCAR-SSR vs Dragunov SVDS
Information on Weapons
The Dragunov SVU, the SCAR SSR, and the Dragunov SVDS are three hard-hitting DMR/sniper system hybrids who can 1SK headshot while having better RoF (rate-of-fire) than bolt action sniper systems. They can also 2SK the torso or limbs at full damage. While they have more damage and higher headshot multiplier than other guns in their class, they have a lower RoF (still semi-automatic, not bolt action). This means that these weapons can remain viable at both medium and long range, The semi-auto capabilities makes it easier to quickly take out closer targets, while high damage and high headshot multiplier aid both medium and long range combat
And don't forget the accuracy provided, which can be deadly with the damage and semi-auto fire. They have high magazine capacities for a sniper system. While their RoF is much better than that of bolt action sniper systems, they are still lacking it. This makes them vulnerable in CQC, despite high damage, as most weapons have a much higher CQC DPS than these two. They can still be barely viable if a canted sight is attached and the user is VERY skilled at fighting in close quarters for 1SK headshots or 1SK torsos.
All three have the same amount of rounds in the magazine, but the SCAR and the SVDS have a larger ammo reserve (60>40). The SVDS and SCAR comes with Iron Sights, but the scope for the SVU is hard to get used to. The SCAR also has a slightly higher RoF (Rate of Fire) than the SVU - both are much faster than the SVDS. The recoil is also lighter than on the Dragunovs. In terms of damage, the Dragunov SVU does the best when hitting the limbs, as its to 2SK to the limbs. The SVDS is the same but is much slower. However, the SVD comes with the important ability to 1SK headshot at any range, 1SK torso at 50 studs and 2SK limb at max damage. The SCAR can still 1-shot headshot further than the SVU.
Similarities:
- High damage, 1SK Headshot at max damage.
- High RoF for sniper systems.
- Low RoF and magazine size for a DMR.
- Very accurate.
- Very low damage dropoff.
SCAR SSR
Pros:
- Can pick ammo from all DMRs and 7.62x51mm firearms.
- Surprisingly quick bodyshot TTK.
- Highest RoF.
- Slightly longer headshot range.
- 10x PM II scope.
Cons:
- Sometimes requires 3 shots to the limbs to kill at long range.
- Slow ADS time.
- Poor shot suppression.
Dragunov SVU
Pros:
- Guaranteed 2SK to the limbs unless suppressed, faster than SVDS.
- ADS time is faster than SCAR-SSR.
- High shot suppression.
Cons:
- Slightly lower ammo reserve than SCAR-SSR and SVDS (40 vs 60).
- Sniper ammo, which is rare.
- Suppressors affect its Hits to Kill more.
- Inferior head multiplier.
- Lacks 10x scope.
Dragunov SVDS
Pros:
- Can always 1SK Head and 1SK Torso at 50 studs.
Cons:
- Low rate of fire.
- High camera recoil.
- Poor recoil recovery.
- No default scope.
- Suppressors affect its STK.
Final Verdict
The SVDS is the most powerful of the three, due to the ability to always 1SK headshot as well as being able to 1SK torso at closer ranged combats, but lacks reliability when it comes to longer-range combats due to its inability to unlock any of the sniper scopes by default. Next is the SSR, which is the most versatile of the three, having a higher ammo reserve, mobility, and RoF to be offensive and defensive. The SVU is outclassed by the SVDS, and is generally beaten by the SSR, but is the fastest gun to 2SK anywhere, has default scopes, and is the first to be unlocked.
MP412 REX vs. Desert Eagle L5
Information on Weapons
The MP412 REX and Desert Eagle L5 are some of the most powerful sidearms in-game, dealing very high damage rather far away. Both are able to 1SK with headshots, although the REX is able to 1SK longer distances than the Deagle. However, shooting an opponent's chest will result in a 2HK, which can lead to retaliation. Both weapons has one of the lowest capacities of any weapon in-game, at 6 and 8+1 rounds respectively - small amount of shots before reloading. This can be an issue in CQC, (Close Quarter Combat) as the penalty for missing is much greater than with other secondaries. The Deagle is less harmful while missing due to the capacity.
It should be noted that spam-clicking either weapons viable in CQC, considering their power and RoF can be quite deadly. However, this leads to other problems, such as excessive recoil and inaccuracy. This affects their ability to hit consecutive shots rapidly. However, the recoil resets rather quickly, and in CQC, recoil is less of a factor. Spam-clicking is only recommended in dire CQC circumstances. The REX has a better TTK there.
At long range, the Deagle does slightly better than the REX because of better muzzle velocity (faster shots), and lower recoil, for long-range shots in quick succession. The REX holds out its 1SK headshot for longer, making it better at medium range than the Deagle.
If accurate, both weapons are extremely powerful, especially headshot. They are suited as longer ranged weapons, at least compared to other pistols, as their high damage and lower damage drop-off provides an excellent way for finishing off targets quickly when your primary weapon is unusable. Both require accuracy and precision in order to be used effectively at longer ranges, so at longer ranges it is best to aim for a headshot or upper torso to yield best results.
Similarities:
- Low round capacity.
- High damage per shot: 1-2SK Headshots.
- Very high recoil, fast recoil recovery speed.
- Semi-automatic.
- Quickly run out of ammo if spammed.
MP412 REX
Pros:
- Further 1SK headshot.
- Unlocks at Rank 4, or for small amount of Credits.
- Higher Rate of Fire (RoF).
Cons:
- Atrocious reload, and only 6 shots.
- Slow muzzle velocity.
Desert Eagle .44
Pros:
- Faster reload and higher capacity than MP412 REX.
- Faster shots (muzzle velocity).
Cons:
- Lower Rate of Fire (RoF) than the MP412 REX.
Final Verdict
By themselves, the differences are noticeable, but are mild when looking at them as a sidearm and not a primary. They both function well as a secondary in most situations. The REX is better suited for close to mid ranged combat, due to its higher RoF and better 1SK range. The Deagle has more ammo which is less punishing, and has a faster muzzle velocity. Asides from these differences, both are powerful sidearms capable of killing an opponent outright or finishing off a weakened enemy.
MP5 vs. UMP45
Information on Weapons
Two very honorable guns, both produced by H&K and are known to be reliable. The MP5 has a fairly high RoF (Rate of Fire) of 800, within the range of most PDWs (Personal Defense Weapons). It has a great 3SK at 20 studs, but quickly drops off to a minimum damage of 19, a 6SK. It also comes with great versatility. It has fairly controllable recoil that can make it great at both close range and medium range. The RoF isn't too slow that it will get you killed in CQC (Close Quarter Combat) but isn't too fast that it will eat its ammo reserves at medium range. The very low recoil also gives the MP5 somewhat of a past-medium range potential, if equipped with the right attachments.
The UMP45 is an oddity among PDWs (Personal Defence Weapons): it fires at a slow RoF of 600 RPM and is a 2SK in CQC with 38 max damage and a 5SK at long range, like most assault rifles. While this might hinder it a bit in CQC, it excels where few other PDWs do: medium-long range.
Similarities
- Low recoil.
- Decent overall drop-off stats.
- Competent CQC performance.
- 3SK up close.
MP5
Pros:
- High RoF.
- Minimum STK stays same at medium range.
- TTK of .15 ms at close range, headshot or not.
Cons:
- High RoF which consumes ammo faster.
- Low maximum range.
UMP45
Pros:
- 2 STK minimum within CQC ranges and maximum of 5 STK for mid-long range combat.
- Low RoF, lower ammo consumption.
- TTK at .10 ms, with maximum damage and headshots.
- Lower unlock rank.
Cons:
- Low magazine size of 25.
- Bad muzzle velocity.
Final Verdict
Both weapons are versatile in close range due to the MP5 having a good RoF and the UMP45 having high damage. The UMP45, however, is more aimed for medium to longer-ranged combat. Neither will disappoint the user in CQC, while the UMP45 will triumph during further-ranged conflicts. Its 2 shot head-shot potential and long range more than negates the slow rate of fire. On the other hand, the MP5 has the ability of getting into fights quickly and having a higher magazine capacity gives it the ability to kill more enemies in groups though trigger control is necessary for this. Overall, both do their roles incredibly well and are great options in their category. The UMP45 is better in combat outside of close range (though it is still very good in that range) while the MP5 is great for tackling more enemies in a quicker amount of time.
Intervention vs. Remington 700
Information on Weapons
As two well-known snipers, they each have their own reputation. But how do you choose one from the other? These two have low bullet drop, high accuracy, good damage, stability, and are unlocked at relatively low levels.
So, still, how do you choose what you are going to use? That is decided by your play style-if you have just started sniping, you will use the Intervention - for its higher stability to aim for longer, and is unlocked by default. However, no gun is without a con, and for the Intervention, it's reloading and rechambering. The re-chamber for the Intervention is not fast, to say the least - it is not as bad as the Hecate II or BFG 50 reloading time, but it's slow enough that it can be difficult to find your target again after missing.
The R700 could be called the Intervention’s little brother, as it has a little less stability, and its bolt animation is faster than the Intervention‘s. The Intervention is more powerful than the Remington, able to 1SK Torso further away, but both 1SK the head.
Similarities
- Great accuracy.
- High damage.
- Low and controllable bullet drop.
- Almost no notice of recoil.
Intervention
Pros:
- Higher damage, further 1SK Torso.
- More time to keep stable.
- Unlocks by default.
- Can have 1 more round loaded.
Cons:
- Slower reload and rechambering time than the Remington 700.
Remington 700
Pros:
- Faster rechamber and reload.
Cons:
- Less damage (Though it still one-shots in the same areas as the Intervention).
- Less time to keep stable.
- One less round than the Intervention.
- Unlocked at Rank 12.
Final Verdict
Ultimately, the option is up to the user for these similar weapons: those who seek to be aggressive will find themselves right at home with the R700 with a faster rechamber but shorter breath-holding time, while the Intervention allows more defensive players to hold areas longer with the larger magazine and stability time.
MG36 vs. M60
Information on Weapons
These two weapons are both very powerful LMGs, famous for their massive magazines. The MG36 fires at 750 RPM, which is fast for an LMG, compared to the slowest 600 RPM for the M60. But it does do much more damage (40-26) than the MG36 (30-23) and has a better TTK overall. This also means it can be used as a marksman rifle, albeit with much more ammo and recoil. On the flipside, it has a very slow reload of 8 seconds, which is dangerous in combat, not to mentions it's rather high optic recoil. The MG36 reloads much faster while still having the 100 round mag and the recoil isn't as bad as the M60, though it isn't that good either.
When it comes to playstyle, the M60`s high damage but sluggish reload and move speed while equipped encourages laying down fire from a distance. The only time you really need move is to find a better spot to fire from, or to run away. Switching to a sidearm/melee is better for moving around. The MG36 is lighter than the M60 and reloads a hell lot faster with the same 100 round mag, but does less damage, so it is better suited for flanking and offensive play. The quick reload lets you get back in the fight faster, and there's no chance you`ll need to reload when your opponen runs out of ammo. It also does better against groups than other flanking weapons like the AS VAL or FAMAS G2, which burn up ammunition very fast, and the 4SK is enough for that purpose.
Similarities
- Large capacity magazines.
- High recoil (Can be reduced by adding attachments).
- Slower movement speed than with other weapons.
MG36
Pros:
- Fastest RoF (Rate of Fire) of all the LMGs.
- Decent reload time.
- More mobile then the M60.
Cons:
- Less damage than the M60.
M60
Pros:
- Superior damage, 1 less shot to kill.
- Much better ballistics.
Cons:
- Higher recoil.
- Longest reload in game.
Final Verdict
The M60 is a stronger weapon overall, able to kill faster in any range, but comes at the cost of RoF, reload, and movement speed. The MG36 then is used more for assault purposes, similarly to high-cap PDWS, but faces competition from them and the MG3KWS.
M1911 vs. Deagle .44
Information on Weapons
This is sure to be a hot debate for older veterans who are used to using the Deagle. The newcomer, the M1911, has proven itself to have a lower TTK in CQC and still viable at long range at the cost of 4SK at long range compared to the Deagle's 3SK. While the better TTK in CQC might sound better and the down sides negligible, the 3SK of the Deagle actually matters a lot at range, where less of your shots might land, adding a further penalty for a small magazine size and damage.
Similarities
- Same 8+1 capacity.
- High range/damage secondaries.
M1911
Pros:
- Faster RoF.
- Less visible recoil.
- Higher ammo reserve of 49 rounds.
- Higher sight accuracy than the Deagle .44
Cons:
- Less damage and incapable of 1SK in the head.
- 4SK at long range, 1 more than Deagle.
Deagle .44
Pros:
- 1SK if headshot at close range.
- Consistent 2SK within CQC.
Cons:
- Higher recoil, especially if spammed.
- Slower reload speed.
Final Verdict
It all boils down to the situation one is in. The M1911 is a great tool for those who panic, and don't have the time to place shots (due to CQC or skill). The Deagle .44 is the weapon of a marksman, who is able to place their shots.
M9 vs. Glock 17
Information on Weapons
The M9 and Glock 17 are both 'Wonder Nine' pistols that feature in Phantom Forces. Both are unlocked by default and immediately available to the player. As secondaries, they both do their job as an emergency weapon with a balance of power, RoF, and magazine capacity. The M9 boasts a maximum damage 1 bigger than the Glock, but all it does is give a slightly higher 3SK range with suppressors still lowering it to a 4SK. It also has faster bullets. However, the Glock contains two more rounds in its magazine whiler reloading faster and is more accurate while aiming.
Similarities
- High capacity pistols
- 2 shot headshot range (Within max damage range)
- Access to stock attachments
- Access to extended magazines
M9
Pros:
- Slightly higher damage.
- Higher muzzle velocity.
- Able to equip VCOG scope.
Cons:
- More recoil.
Glock 17
Pros:
- Lower camera recoil.
- More rounds per mag.
- Slightly faster reload.
Cons:
- Lower damage.
Final Verdict
The Glock's higher ammo count and shorter reload makes it more user-friendly while aiming and in CQC, while the M9's higher damage makes it a better mid-ranged weapon. The differences aren't much, so they are almost the same, but the Glock's bigger magazine makes it better for what a sidearm does.
Mosin Nagant vs. Henry .45-70
Information on Weapons
The Mosin Nagant, first produced in 1891 with the 91/30 model in question first coming about in 1930, is a bolt-action battle/sniper rifle used throughout both World Wars and is still in use in the Middle East, modernized variants in Russia, and the staple of an American's gun collection up there with the AR-15. It feeds through a 5-round internal magazine (which is reloaded via a stripper clip), and takes the venerable 7.62x54mmR round (AKA 7.62 Russian).
The Henry .45-70, with the specific model introduced much later in 2012 and the All-Weather (the version in game) in 2016, is a modern lever action rifle chambered in none other than .45-70 Government. The round in question packs enough punch to be a 'brush hunting' cartridge, where the bullet can go through foliage and still delivers a 300 grain bullet straight to a target.
Similarities
- 5 round magazine, 50 in reserve.
- Ability to 1SK to the head.
- Iron sights.
- Good mobility.
Mosin Nagant
Pros:
- Utilizes a stripper clip for a faster reload.
- Fastest RoF in its class.
Cons:
- Average for the class aim-down-sights time.
- No 1-hit torso ability within its category.
- Average ADS speed for unscoped sniper rifles.
Henry 45-70
Pros:
- Quick RoF (Rate of Fire).
- Can cancel an empty reload at the cost of a partial magazine.
- Near squeaky-clean iron sights.
- Instantly kill any enemies with 1 shot to the torso up close.
Cons:
- Mediocre ballistics.
- Full reload takes a significant amount of time due to individually loading rounds.
- 3-shot kill at range (if both preceding shots hit the limbs).
Final Verdict
The Mosin Nagant supports an offensive play style for snipers, having good ballistics and good movement at the cost of the ADS time of the AW rifles and the damage of every other sniper rifle. The Henry on the other hand is less user friendly for long range sniping, but deals one-shot headshots at any range with a relatively fast fire rate, and supports a more aggressive sniping style.
RPK74 vs. RPK
Information of weapons
The RPK and the RPK74 are the two weapons that are a part of the same family of weapons, but also the weapons that have different fire-rate and damage. They are based on the other Kalashnikov family members, such as the AK47 and the AK74.
RPK
Pros:
- Higher damage.
Cons:
- High amount of recoil.
- Slower RoF.
RPK74
Pros:
- Faster RoF.
- Fastest TTK for an LMG.
- Lower Recoil.
Cons:
- Lower DMG than the RPK.
Final Verdict
The RPK is better at ranged engagements due to its high damage and suppression. However, the RPK74 offers similar Shots-To-Kill at much closer range with lower recoil when compared to the RPK. The RPK74 suits a more aggressive playstyle, requiring the user to get a bit closer to his enemies. The RPK74 is more of an AK-74 with slower mobility and higher magazine capacity while the RPK is more in line of traditional LMGs. In conclusion, it depends on the playstyle of the player in order to determine which weapon is truly better.
M16A3 vs. M16A4
Information on weapons
The M16A3 and the M16A4 are assault rifles based off the AR-15. They both descend from the M16A2, with the A3 being the full auto version of the A2 and the A4 being a direct upgrade to the A2. As assault rifles, the A4 has greater damage and firerate, while the A3 is useful only for the full auto mode.
M16A3
Pros:
- Capable of fully automatic fire.
- User friendly.
- Easier to use at CQC.
Cons:
- Lower damage than the M16A4.
- Slower RoF.
M16A4
Pros:
- 3SK up close, can 1SK burst.
- Faster RoF.
- Higher damage.
Cons:
- Burst firemode, requiring higher skillcap to be used effectively.
Final Verdict
The M16A3 and M16A4 are both very good weapons. The M16A3 is a more user friendly weapon compared to the M16A4. However, when one masters the burst on the M16A4, it will easily outclass the M16A3 in terms of firerate and damage.
M1911 vs MP412 REX
Information on weapons
Both weapons are hard hitting pistols, with similar capacity per magazine. The M1911 is a hard hitting pistol, while the REX is a revolver, which reflects their difference in spamability - the M1911 has a higher range and less recoil, while the REX focuses on getting faster kills with its 1S headshot.
M1911:
Pros:
- Faster RoF.
- Larger magazine capacity and faster reload time. Doesn’t require good trigger management skills like it would for the REX.
- Capable of chambering another round courtesy of its magazine operation.
- Lower recoil than the REX, meaning spamming it is actually a legitimate strategy beyond 20 studs, and well within its 3-hit range.
- Can be suppressed.
Cons:
- Inferior 2-hit kill range.
- Cannot one-hit headshot, unlike the REX.
- Has a very appalling max damage range compared to the REX and even other guns in general.
MP412 REX:
Pros:
- Capable of a one shot headshot.
- Fast recoil recovery
Cons:
- The Recoil.
Final Verdict
Coming Soon
Hecate II vs BFG 50
Information on weapons
Both the BFG 50 and Hecate II are extremely powerful sniper rifles, featuring high bullet penetration (up to 10 studs) and incredible ranged potential in the right hands. However, all of this power comes at a cost - these snipers take a long time to become effective, suffer from extremely low mobility, and are loud enough to draw attention to the player's location - effectively painting a target on their back. Where the Hecate and BFG shine is when a dedicated spotter is available to spot targets, allowing them to score kills through walls.
The Hecate naturally seems like the better sniper rifle - however, the problem with the Hecate is that its fire rate is actually faster than its bolt cycling animation. On paper this seems fine, however the animation does not reset where the barrel sits, meaning that firing at the maximum firerate with this weapon means that all of the shots will go wide when trying to spray. In this manner, the BFG is a better "spray" weapon. The BFG takes approximately 3 seconds between shots at maximum fire rate, and the barrel will return to center after each reload, meaning that the BFG remains relatively stable. The Hecate takes about 2 seconds between shots, but the barrel ends up being aimed at the ground, so in reality, its real stable fire rate is about 3 seconds, similar to the BFG.
Hecate II:
Pros:
- Has a detachable magazine.
- Fires faster than the BFG 50.
- Can save rounds in reserve in the event of a panic attack.
- Shoots faster than the BFG 50.
Cons:
- Very slow reload time.
- Spawns with 1 less round than the BFG 50.
- Bolt animation is slower than its firerate, meaning that it cannot fire at its maximum firerate without the gun being pointed in the wrong direction.
BFG 50:
Pros:
- Slightly higher mobility.
- Able to one-shot kill anywhere within 50 studs.
- Reloads faster.
Cons:
- One-shot rifle - must reload after every shot.
Final Verdict
While the differences aren't too big the Hecate II ends up being the better sniper for sustained engagements due to having a higher magazine capacity.
1858 NEW ARMY vs MP412 REX
Information on Weapons
Both weapons are the only revolvers in game. Revolvers are pistol with revolving chambers. Revolvers depicted in game are hard hitting pistols.
1858 New Army
Pros:
- Longer 1 shot headshot range than the REX.
- Faster reload.
- Far more controllable at max firecap.
Cons:
- Slower Rate of Fire.
- Cluttered iron sights.
MP412 REX
Pros:
- Faster Rate of Fire.
Cons:
- Shorter 1 shot headshot range than the 1858 New Army.
Final Verdict:
This gun really depends on your playstyle. The 1858 is better at long range combat and medium range, being able to consistently land instant death headshots at range. However, the MP412 is better at CQB, with it's faster rate of fire. However, this one goes to the 1858 for more versatility, and with practice you can use the 1858 effectively at close range.
AN94 vs. M16A4
Background Information
Both of these assault rifles are the most dedicated burst fire rifles in the game.
The Avtomat Nikonova 1994 is an innovative Russian assault rifle with a 2 round burst mode. It fires the second round before the user feels any recoil, allowing for for maximum accuracy to be effective against targets. The M16A4's defining feature, carried over from the A2, is the 3 round burst mode and its adaptability to various conditions.
In game, both assault rifles have a reputation for being more suitable to medium and even longer range combat than other assault rifles, while still retaining some CQC competitiveness. This is due to their decent capacity, above average damage, and good accuracy/stability. Both have burst and semi automatic firing modes, and have a 30+1 round mag. In addition both are able to draw ammunition from a wide variety of weapons found during matches.
AN94
The propriety 2 round burst gives the AN94 a unique place in Phantom Forces combat. If both shots hit their target, the overall damage rivals and sometimes even surpasses the damage per shot of DMRs. In burst mode, the recoil is barely existent to reliably hit their target in the same spot. The camera movement recovers extremely fast, allowing you to take another shot faster at the same target. The built in delay between bursts can be a two sided sword. It forces you to aim better and be more careful with your shots, resisting the temptation to spray and increasing efficiency. However, it drastically reduces CQC effectiveness, as the delay significantly lowers the ROF and possible damage output of the firearm.
The automatic mode is slightly different - the first 2 shots are fired in the same manner as the 2 round bursts from the AN94, then decreasing to 600 RPM for better control.The low ROF makes CQC harder than other weapons with a higher ROF, and accuracy doesn't matter as much. On the other hand, it sees usage at longer ranges as the automatic mode is still very much accurate (at least when compared to other ARs). With good optics and careful aim, scoring headshots won’t be a big problem with this gun, even with unfamiliar users. However, hitting moving targets is a pretty nagging problem. The burst delay forces you to aim more carefully ahead of the target, and follow up shots are harder to make. If you lose your aim however, your effectiveness greatly reduces.
Another main issue is that it typically not going to be able to kill in 3 shots. Even with only a small handful of assault rifles have a 3SK body, that would speed TTK notably. Regardless 2 bursts (4 shots) are still required to achieve a kill in burst mode, which only fires 2 at a time (This fact is worse further away).
The reload time is fast too, which is very helpful. Unfortunately, you will want to replace the fairly obstructive iron sights, even if they are relatively usable, compared to FAMAS iron sights. They still won't be half as useful as the M16A4 iron sights.
Overall, the AN94 is perhaps one of the most unique assault rifles in the game. It's innovative 2 round burst system combined with low recoil, fast recovery, and high stability makes it a DMR in disguise. It's a DMR that doesn't force you to automatically switch to a secondary during CQC, and is perhaps the most efficient assault rifle in the game. If there was a list of the 10 most underrated weapons in PF, this would be one of them.
Apparently there are some people who say: "stick to auto, burst is trash". This is a pretty mistaken thought. The AN94 is all about long range accuracy, and using full auto makes it significantly harder to hit the target.If the user tries to use the burst fire technique (a technique commonly used in game and in real life to increase full auto accuracy) in auto mode, the first 2 shots make that a bit harder, as they fire at 3 times the ROF for each time you press the trigger.
Pros:
- High accuracy, especially in burst mode
- Low recoil
- Fast recovery for camera
- Fast reload
- 2 consecutive shots can be fired extremely fast in burst mode, for high total damage if they hit
- Even spraying in full auto is controllable compared to other ARs. Not that I recommend spraying for all situations, but still....pretty impressive...
Cons:
- Significant built in delay between bursts
- It seems to have a shorter maximum damage range than other ARs
- Needs at least 4 shots for a kill
- Poor CQC performance compared to many other weapons in the game
- A bit hard to hit moving targets, follow up shots can be slow to make
M16A4
The M16A4 is perhaps one of the most versatile weapons in the game. It has a fitting combination of decent damage (if a bit low for some tastes), high accuracy, low recoil, good stability, fast camera recovery, decent capacity and reload speed, and a very usable ROF.
In close range, a single burst has the potential to kill a full health enemy with 34/bullet, 102/burst damage. A great RoF of 900, combined with damage allows it to take out enemies in no time (with ammo conversation). Unlike the AN94, the bursts don't have any delay between them, encouraging spraying but increasing (CQC) damage output. At medium range, the bursts are very accurate due to combination of a very fast camera recovery and low recoil, to fire more bursts more accurately. If used correctly, multiple consecutive bursts are able to hit the target at up to medium range reliably. At longer ranges, switching to semi-auto allows the user to fully take advantage of these traits to sometimes act as a counter sniper with follow up shots are easy to make. However, the M16A4 requires 5 shots for a longer range kill (minimum damage: 24), hindering its long range performance. With good optics, the M16A4 is able to make consistent headshots in longer ranges. During testing, the M16A4 made multiple consistent headshots in mid and long range combat. It is quite a headshot machine if used correctly.
Unfortunately, as stated above, the temptation of spraying, which significantly less obvious than other full auto firearms, is still pretty evident, especially in mid and long range combat. In these distances the user should consider careful shot placement, in either mode in order to maximize efficiency. Fortunately, it is much more viable to spray with the M16A4 than other weapons due to a good combination of low recoil, high accuracy, and fast camera recoil.
Overall, the M16A4 is an assault rifle that can be adapted into any PF combat situation, and does so more efficiently than other assault rifles. It is more like a jack of all trades kind of rifle. It shines best in mid range combat, as the combination of firepower and accuracy allow it to effectively engage in a combat distance that is uncomfortably close for DMRs and snipers, and too far for shotguns, most smgs, assault rifles, accurate machine gun fire, and handguns.
Pros:
- High accuracy
- Low recoil, Fast recovery for camera
- Fast reload
- Bursts are accurate up to mid range combat
- A single burst can kill a full health player in CQC
- No delay between bursts increases potential damage output
- Spraying with this is much more accurate than spraying with many other firearms in the game
- Good iron sights
Cons:
- Small maximum damage range post April 2018 nerf
- Needs 5 shots for a longer range kill
- Can get out of control if sprayed heavily
Summary
Overall, these 2 rifles prescribe a somewhat different playstyle for their users, and are often overlooked simply due to the fact that they are burst fire rifles. The AN94, a DMR in disguise, brings some CQC and mid range ability for the long range user while retaining the accuracy and potential damage output (with accurate bursts) of DMRs. The M16A4, like it's real life counterpart, adapts very easily in any combat situation with the help of skill and attachments, and proves to be one of the most versatile weapons in the game, shredding players in CQC and mid range and harassing sniper and DMR users in long range combat.
For the average PF player, who is prone to blind spraying but yet expects a degree of accuracy, the M16A4 would suit them much better than the AN94, with a good blend of accuracy and ROF that allows them to put more bullets on the target than many other weapons. For the player looking for a rifle that can do well in all situations, the M16A4 would also suit them better. It has enough damage to 1 burst (3SK) players within max damage range. Its mid range performance is excellent, being able to put consecutive bursts reliably on the target (especially within 50-100 studs, the distance you will most likely engage in combat in), and it's accuracy is good enough to allow the user to act as a countersniper in longer range combat.
However, some players who will be more suited for the AN94, as they tend to prefer longer range combat. However, DMRs and snipers may not suit them as they may not have been used to the increased recoil, low RoF, and lower stability of the aforementioned weapons. In addition, the CQC ability of these 2 categories is nonexistent (save for a few exceptions, like the SKS). They'l be drawn to the inherent high accuracy, low recoil, and fast recovery and will find comfort in the fact that the 2 round bursts fires shots extremely quickly, making it act more like a higher damage single shot. They may be willing to sacrifice some of the CQC ability for outright long distance performance.
The M16A4 does well in all ranges (but it excels in mid range combat), the AN94 is by far much more suited to long range combat than any other assault rifle.
Loadouts Used During Testing
AN-94 - Optic: M145 (now using ACOG) | Barrel: None | Underbarrel: Vertical grip | Other: Green laser
M16A4 - Optic: ACOG | Barrel: Compensator | Underbarrel: Vertical grip | Other: Green laser
1858 Carbine vs. Henry 45-70
Information on Weapons
The 1858 Carbine was designed as Remington's repeating rifle after the success of the 1860 Henry and 1860 Spencer Carbines during the American Civil War. The revolver action, while tried and true for decades until that point, simply wasn't good enough for a rifle platform. Chain firing, while rare and happened only on poorly maintained rifles, was an issue many were concerned with, along with the cylinder gap being present on the weapon, which would burn any arm that would grip the 1858 Carbine like a traditional rifle. Despite this, the 1858 Target Carbine went on to outlive the 1858 New Army that did see action in the American Civil War, being produced until 1879. There are however modern reproductions still in the market, the most notable of which being the Uberti 18” barrel variant, as well as modern 1858 cylinders being designed with more modern .45 caliber cartridges, like .45 Long Colt and .45 ACP, in mind.
The Henry .45-70, with the specific model introduced much later in 2012 and the All-Weather (the version in game) in 2016, is a modern lever action rifle chambered in none other than .45-70 Government. The round in question packs enough punch to be a 'brush hunting' cartridge, where the bullet can go through foliage and still delivers a 300 grain bullet straight to a target.
Similarities
- Ability to 1SK to the head universally and torso kill to a certain range
- Good mobility.
1858 Carbine
Pros:
- Superior ballistics.
- Utilizes interchangeable cylinders for a faster reload.
- Can fire without unscoping without a VCOG.
- Carries more ammunition from spawn.
- Superior mobility and aim-down-sights time.
Cons:
- Coming Soon.
Henry .45-70
Pros:
- Superior 1-hit torso range.
- Quadruple the wall penetration capability (2.0 studs vs. 0.5 studs)
- Can cancel an empty reload at the cost of a partial magazine.
- Far more versatile in attachment choice.
- Can draw ammo from far more weapons [any DMR and Battle Rifle versus Desert Eagle, Revolvers, and itself (1858 Carbine)].
Cons:
- Coming Soon.
Cons compared to each other are not listed, as the pros listed are comparative, so cons that would be listed would instead be featured as a pro for the other gun.
Final Verdict
Both guns are very suitable for an aggressive sniper playstyle, and both have the capability to shut down enemies en masse. However, while the 1858 Carbine is better overall for objective sniping and crowd control, this doesn't mean the Henry doesn't have its own strengths to back it up; the longer torso kill range, better penetration, and the ability to draw ammo from far more weapons (and far more commonly used) makes the Henry .45-70 valuable to the player if they favor a more aggressive style to the 1858 Carbine's passive method of crowd control.
1858 New Army vs. Obrez
Information on Weapons
The 1858 is an American Civil War-era black powder revolver that originally fed .44 caliber cap-and-ball rounds. When it competed with the Colt 1860 Army revolver, the 1858 had two main advantages. The first was in its "top strap" design, which made the revolver considerably more durable. The second was its quick reloading procedure, especially compared to anything made during the time period. In the years following the American Civil War, the 1858 New Army also got a carbine variant in the 1858 Cattleman's Target Carbine, and both got cartridge conversions. Some were drop in; done merely by swapping the cylinder. Others were more intricate, and forgone the quick change action in favor of the more traditional (for the period) gate loader. Production of the revolver ceased in 1875 in favor of the Remington 1875, which was one of Remington's first dedicated cartridge revolvers. However, production of the 1858 has been cropping up recently, most famously made by Pietta and Uberti. These versions chamber nearly anything in the .454 caliber. Going from .454 ball to .45 ACP to .45 Long Colt. Due to the larger bullets fired, few modern cartridge conversions have managed to get the full six round capacity due to rimlock.
The Obrez is a sawed off variant of the Mosin-Nagant rifle, and is considered to be the rarest variant. Sure, anyone can make an Obrez if they've got a spare Mosin, but historical examples of Obrez pistols, while present, are considered to be far rarer than any official rifle variant. Historical uses of the Obrez pistol range from partisans of the Red Army keeping powerful, yet concealable weapons for the lack of the Nagant revolver during the Russian Revolution of 1917, to WW2 where spies and saboteurs kept around sawed off Mosin rifles for much the same reason.
Similarities
- Slow fire rate
- 2-3 hit kill (sans multipliers)
- 1-hit kill capability to the head
- Has a primary variant
Obrez
Pros:
- 1-hit headshot kill at any range.
- Ammo is compatible with more commonly dropped Battle Rifle/DMR's.
- More versatile in attachment choice.
- Can accept suppressors.
- Can attach long range scopes (with one (PU-1) available right out of the gate).
- Can penetrate through 4 studs of wall.
- (Arguably) easier to use iron sights.
- Faster partial reload.
Cons:
- Bullets have spread (Can be reduced with attachments)
- Low muzzle velocity (1500 studs/s)
1858 New Army
Pros:
- More ammunition both in the cylinder and in reserve.
- Faster empty reload.
- 2-hit kill potential stretched out infinitely with Armor Piercing.
- More than double the fire rate.
- Faster ADS time.
- Better bodyshot TTK up close.
- Access to Fan fire mode (Increases RoF to 350 vs Obrez 65 RPM)
Cons:
- Below average RoF compared to other revolvers
Final Verdict
The 1858 is an amazing powerhouse when it comes to close/medium range encounters within ~120 studs. That said, the Obrez is also a dependable powerhouse secondary if the player consistently nails headshots, and is an excellent secondary to carry for a stealth build.
MP40 vs. L2A3
Information on Weapons
The MP40 is a German Submachine gun that was developed from earlier German SMG's such as the Bergemann MP18. It was preceded by the MP38, with a similar appearance. The only difference was that the MP38 was constructed heavily by machining, while the MP40 was made of stamped materials. This was extremely popular with the Wehrmacht, especially with squad leaders (ex. sergeants) And Tankers/vehicle crewmen because of it's small size and weight. Approximately 1.1 Million MP40's were made, and have seen use with various paramilitary and terrorist organizations worldwide. The L2A3 Sterling was developed from the Sten SMG, made by the British. Produced in the early 1950's, this SMG served with the British and her commonwealth for half a century, Eventually serving in the Falklands islands.
Similarities
- 3-5 shot kill.
- Chambers in 9x19mm, meaning drawing ammo from both PDW's and pistols is reasonably common.
- Capable of a 2-hit headshot kill.
Pros:
MP40
- More controllable camera recoil.
- Clean iron sights.
- Longer 2-hit headshot kill distance.
- Less obstructive muzzle flash.
- Faster reload.
L2A3
- Deals higher raw damage at range.
- More versatile attachment choice.
- Higher round count per magazine.
- Better STK at range
- Access to .45 ACP conversion
Final Verdict
The L2A3 is the clear winner when it comes to all out aggressive play, as well as serving as a wonderful introduction to slower-firing PDW's that still hold their own reasonably well. The MP40 on the other hand, in spite of its lower damage, is a much better ranged option, as its camera recoil is much more controllable and is in general geared towards medium to long range engagements, unusually for a PDW. However, in a skilled player, the MP40 can out perform the L2A3 in CQC.
Beowulf TCR vs. SKS
Information on Weapons
Beowulf TCR
The Beowulf TCR is a variant of the Beowulf .50 caliber rifle, which in and of itself is a variant of the AR-15 platform. The .50 Beowulf cartridge is a scaled up .50 Action Express round, scaled to fit within a STANAG magazine. The cartridge is largely a sporting cartridge, where it's meant to take out big game, and do so without any fault. The TCR in particular offers the latest and greatest in terms of civilian firearms culture. From upgraded triggers to low profile gas blocks, this isn't an ordinary AR-15 rifle, but rather one finely tuned for accurate shooting.
SKS
A rather aged and experienced sample compared to the TCR, the SKS was a Soviet service rifle for four years, before being replaced by the ubiquitous AK-47. Although deemed obsolete, it has seen second line service, and production did last for 6 more years until 1955. While the AK was a better rifle for Russian service, that didn't stop the Chinese and Vietnamese, among other countries allied to Russia, from making their own. One of very few advantages the SKS had over the AK was accuracy. While the AK barely passed as an assault rifle with its "mere" 300 meter effective range, the SKS has an ever so slightly longer 400 meter effective range. Since the fall of the Soviet Union, SKS rifles have made their way en masse over to the United States, where it quickly gained popularity due to being exempt from the then-enacted Assault Weapons Ban. Modifications were later made for a while to make the SKS a better fit for modern western firearms culture in the post-Assault Weapons Ban climate.
Similarities
- Semi-auto only.
- Reasonably spammy.
Pros:
Beowulf TCR
- Superior total ammo count (110 (10+100) vs. 100 (20+80))
- Superior up-close damage (60 vs. 40)
- Superior ranged damage (40 vs. 32)
- Superior reload speeds (1.9 partial and 2.7 empty vs. 2.8 partial and 3.7 empty)
- Double the penetration distance (3 studs vs. 1.5 studs)
- Capable of a one-shot kill to the head at the max damage range.
SKS
- Superior magazine capacity at 20 rounds (vs. 10)
- Superior recoil control.
- Superior ballistics (2500 stud/s vs. 1800)
- Can grab ammo from more weapons (All DMRs and all ARs)
- Superior mobility (14 stud/s walkspeed vs. 13 stud/s)
- Superior fire rate (480 RPM vs. 400)
Conclusion
While the TCR may have dethroned the SKS as the go-to semi-auto spam cannon, the SKS still has its fair share of advantages that help it to stay afloat, from bigger magazines to a much more suitable muzzle velocity for long range use. The TCR, on the other hand, does indeed have a playstyle catered towards close-to-medium range, more so than the SKS, but be too liberal with the trigger and there'll be problems.
MP5 vs. MP5SD
Information on Weapons
MP5SD:
In 1974, H&K initiated design work on a sound-suppressed variant of the MP5, designated the MP5SD (SD—Schalldämpfer, German for "sound suppressor"), which features an integral but detachable aluminium sound suppressor and a lightweight bolt.
MP5:
Heckler & Koch, encouraged by the success of the G3 automatic rifle, developed a family of small arms consisting of four types of firearms all based on a common G3 design layout and operating principle. The first type was chambered for 7.62×51mm NATO, the second for the 7.62×39mm M43 round, the third for the intermediate 5.56×45mm NATO caliber, and the fourth type for the 9×19mm Parabellum pistol cartridge. The MP5 was created within the fourth group of firearms and was initially known as the HK54.
Work on the MP5 began in 1964 and two years later it was adopted by the German Federal Police, border guard and army special forces, referring to as the "MP64" or later "MP5". The MP5A1 was introduced in the late '60s, which the first model to have the iconic ring front sight and the slimline handguard. In 1970, the MP5A2 and MP5A3 was introduced. It also had its first film "The Millions Games" released on October 18, 1970. In 1974, the MP5SD was introduced, which is a suppressed variant of the MP5. It was used in the Vietnam War in 1975 by the Green Berets. In 1976, the MP5K was introduced as a request for a variant for South America. In 1977, the standard 20 & 30 round, curved steel magazines were introduced for the MP5A2 and MP5A3 design. In 1978, the Tropical forearm was introduced to be produced with the MP5.
In 1980, the MP5 achieved iconic status as a result of British special forces regiment the SAS when they stormed the Iranian Embassy in London, live on television, rescuing hostages and killing five terrorists during Operation Nimrod.
The MP5 has become a mainstay of SWAT units of law enforcement agencies in the United States since then. However, in the late 1990s, as a result of the North Hollywood shootout, police special response teams replaced most MP5s with AR-15-based rifles.
Similarities:
- 3 shot kill in CQC. (Their max damage range.)
- Good firerate.
- Bad damage range.
- 6 shot kill in LRC. (Their min damage range.)
- Same reload speed.
Pros:
MP5
- Better range.
- Better muzzle velocity.
MP5SD
- Integrally suppressed.
- Does not do less damage.
- Less recoil.
Mosin Nagant vs. Remington 700
Both Mosin and R700 are lighter sniper rifles, and while lacking conventional stopping power at longer ranges to torso shots, they both have the capability to 1SK to the head at all ranges, if the user is more experienced in bullet drop compensation.
Similarities:
- Universal ranged 1SK headshot (barring the 8mm Mosin conversion)
- Somewhat similar firerate and magazine capacity
- Access to extended magazines.
- Decent mobility & handling.
- Default sniper scopes (Mosin Nagant has the 4x PU-1 Scope, unlocked by default)
Mosin Nagant
Pros:
- Faster RoF (and it's bolt cycling action).
- Faster reload.
- Can use the 8mm conversion to have a 1sk torso.
Cons:
- 8mm conversion removes the ability to 1SK to the head at all ranges.
- Poor torso damage (cannot 1SK to the torso at max range unlike the R700)
Remington 700
Pros:
- Has a 1-shot torso kill range.
Cons:
- Slightly lower steady time than the Mosin's PU-1 Scope.
Conclusion
The Mosin Nagant and Remington 700 are both extremely good snipers, geared toward a headshot and aggressive sniping playstyle. However, the Mosin Nagant is more centered towards cqc due to the faster RoF and the faster reloads. It can also use the 8mm conversion to 1sk torso. Keep in mind this splits the muzzle velocity in half though.
K2 and G36K
Similarities:
- They both have 3SK in CQC.
- Similar drop off.
- Moderate recoil.
- Similar ROF.
K2
Pros:
- Faster reloads
- Lower recoil
- Higher minimum damage allowing for a 5SK, near 4SK at max range.
- Receives extended mag from .223 Remington in exchange for its 3 shot range
Cons:
- Coming Soon.
G36K
Pros:
- Better dropoff
Cons:
- Moderate recoil
Conclusion
Overall, the G36K is more effective at medium ranged combat with its hefty damage ranges, however K2 is more accurate which can lead to more shots being on-point to their target.
M1911 vs M45A1
Similarities:
- 2 shot torso CQC
- 1500 studs/s muzzle velocity
- Drops to a 4 shot at range
M1911
Pros:
- Faster reload
- Longer 2 shot torso range
- Low rank unlock
Cons:
- Low Ammo capacity
M45A1
Pros:
- Higher magazine capacity
- Access to extended mag
Cons:
- Coming Soon.
Final Verdict
The M1911 and M45A1 are very comparable weapons, the M45A1 having a higher magazine capacity allows it to be spammedd more effectively while the M1911 has better damage ranges allowing it to be used at further ranges
TEC-9 vs Micro Uzi
TEC-9
Pros:
- Higher RoF (1500 vs 1200)
- Better Handling
Cons:
- Higher ammo consumption
Micro Uzi
Pros:
- Has a 3 shot range (Within max damage range)
- Tight horizontal groupings
- Slightly faster reload
- Higher Muzzle Velocity (Does not have much impact within effective range)
- Ability to use Semi-Auto firing mode
Cons:
- Strange recoil pattern (Pulls up and left)
UMP45 vs Uzi
Similarities:
- 600 RoF
- High max damage
- Low Recoil
- 25 round magazine capacity
- Has a 2 shot headshot range
UMP45
Pros:
- Higher min damage (21 vs 18)
- 1.4 stud penetration depth (Above Average for a PDW)
Cons:
- 1500 stud/s muzzle velocity
Uzi
Pros:
- 3 shot headshot at all ranges
- 50 more reserve ammo
- Better min damage range
- Unlocks extended stock at 0 kills
Cons:
- Slightly below average walkspeed (13.5 vs 14)
- Difficult to use iron sights
AA-12 vs DBV12
The AA-12 and DBV-12 are both very similar weapons. Both being very strong and having a big magazine. However which one would be more reliable in which situation?
DBV12
Pros:
- Second fastest non-instant fire rate in its class.
- Good effective range—usually killing in one to two hits between 50 to 70 studs.
- Reloads all ammunition at once. On top of having the fastest reloads in class.
- Large magazine capacity for its class.
- Faster-than-average ADS time.
- Very low recoil, especially for a shotgun.
- Highly consistent (Albeit relatively wide.) pellet spread.
- Access to .30-06 conversation (which makes it full auto, and makes it a Battle Rifle)
- Access to .410 bore (makes it a three-burst shotgun)
Cons:
- Cannot fire whilst reloading unlike tubular magazine shotguns.
- Sharp damage drop-off.
- Cannot 1SK with Slugs at long range.
- Slowest movement speed in-class.
- Second lowest maximum damage in-class.
AA-12
Pros:
- Fully-automatic (unlike any other shotgun).
- Access to a 20-round drum magazine.
- Second-fastest firerate in-class.
- Quick reload for a magazine-fed shotgun.
- Highest ammunition reserve amount in-class at 56 shells.
- Second highest minimum damage in-class.
Cons:
- Extremely wide spread—slug rounds are inaccurate as a result.
- The weapon's choke is further widened with the 20rd Drum.
- High ammunition consumption rate - frequent reloads.
- High horizontal recoil when ADS.
- Moderate vertical recoil when ADS.
Final Verdict
The AA12 is more effective in extreme CQC where its spread has less of a factor for its CQC dominance. However, the DBV12 contains better kill potential with superior spread and choke. The AA12 does beat the DBV12 in terms of usability with its fully automatic function pitted against DBV12's semi automatic firemode and its slightly lower ROF. However, for more practical uses the DBV12 will have a higher potential for a 1sk compared to AA12's terrible spread. The balance is a tradeoff between usability and kill potential. Overall both are at each others throats but the DBV12 has the upside in kill potential in exchange for usability.
MC51SD vs. FAL 50.63 Para
Similarities:
- Fires 7.62x51mm NATO.
- Both are carbines.
- 20+1 rounds in the magazine.
- 120 reserve ammunition.
- Can 2sk to the head up to a certain range.
- 1.10x torso multiplier.
- Heavy damage up close.
- Has access to stock attachments.
- 14 studs/sec weapon walkspeed.
- Clear iron sights.
FAL 50.63 Para
Pros:
- Much faster firerate. (700 vs. 540)
- Higher penetration depth of 2.0 studs
- Better muzzle velocity at 2200 studs/sec.
- Has the ability to alt aim by pressing T.
- Better Minimum and Maximum damage range.
- Access to the .45 Conversion, which gives it a 50-round drum magazine while still retaining damage
Cons:
- 5sk to the limbs at minimum range due to having 23 damage at minimum damage range.
- More unstable recoil but can be negated with attachments.
- Higher ammunition consumption rate leading to more frequent reloads.
- Worse tactical and empty reload speed.
- Not suppressed, user can show up in radar.
MC51SD
Pros:
- More controlable recoil especially with attachments.
- Hipfire accuracy is okay.
- Slightly higher damage up close. (46 vs. 44)
- Can 2sk torso up to 20 studs.
- 4sk to the limbs at minimum damage range.
- Integrally suppressed and still being able to attach muzzle attachments.
- Access to the Long Barrel attachment.
Cons:
- 1.0 stud penetration, awful for a firearm that fires 7.62x51mm NATO.
- 1800 studs/sec muzzle velocity.
- Worse maximum and minimum damage range.
- Slow firerate.
Final Verdict
Coming soon.