TR Infantry Weapons

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    BubbleSS Preface - TR INFANTRY WEAPONS

    This is a thorough guide to all the TR infantry weapons. It will be used to showcase us

    and the play-styles they are associated with as well as useful technical info behind theone weapon needs another slide, the continuation slide is to have only the title of CONuse other video guides to create this, but please link to them with small descriptions or

    (for if I add any more editors). Also, shots to kill are all chest-shots without NanoweavArmors on a 1000 Hit Point (500 shield + 500 health, Infiltrators only have 400 shield) can find the unlisted damage values, many thanks (and tanks) will be given. Shoutout

    hosting all the .gifs at their 1.5MB average size and Instagiffer for their software to recorecording hip-fire-only guns (MAX guns), note that I compensate for recoil and Im mai

    CoF.

    Hereis a good video by Drathamus Gaming for recoil compensation and cone-of-fire u

    spot in the VR that I use. Ill be adding any Post-PU02 video reviews, but there arent m

    Also note that all Playstyle descriptions are MY opinion and weapons can be used otexample, I personally use the SMG-46 Armistice with a 3.4x Red Dot, Compensator, EMagazine, and Soft Point Ammo and I love it, but its not at all the way the weapon wa

    used most effectively. Any feedback can be sent to my email at [email protected]

    /u/MrBubbleSS

    mailto:[email protected]://www.youtube.com/watch?v=1WEisPV7DoI&feature=youtu.bemailto:[email protected]://www.youtube.com/watch?v=1WEisPV7DoI&feature=youtu.be
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    Links

    BAT

    AMR-

    CARBINES

    LC2 Lynx

    LC3 Jaguar

    NS-11C

    T5 AMC

    TRAC-5

    TRAC-5 Burst

    TRAC-5 S

    ASSAULT RIFLESCyclerTRV

    NS-11A

    SABR-13

    T1 Cycler

    T1B Cycler

    T1S Cycler

    TAR

    SHOTGUNS

    AS16 NightHawk

    FA1 Barrage

    TAS-16 Blackjack

    TRS-12 Uppercut

    TS4 Haymaker

    LMGS

    MSW-R

    NS-15M

    T16 Rhino

    T32 Bull

    T9 CARV

    T9 CARV-S

    TMG-50

    HEAVY GUN

    T7 Mini-Chaingun

    PISTOLS

    NS Deep Freeze

    NS Patriot Flare GunNS-357 Underboss

    NS-44Commissioner

    TR Patriot Flare Gun

    TS2 Inquisitor

    TX1 Repeater

    TX2 Emperor

    SMGS

    NS-7 PDW

    PDW-16 Hailstorm

    SMG-46 Armistice

    LAUNCHERSASP-30 Grounder

    M9 SKEP LauncherML-7

    NS Annihilator

    NS Decimator

    T2 Striker

    MAXWEAPONSM1 Heavy Cycler

    M2 Mutilator

    M3 Pounder HEG

    M6 Onslaught

    MR1 Fracture

    MRC3 Mercy

    NS-10 Burster

    SNI99SV

    M77-RAMS

    SR-7

    TSAR

    SCOHSR-

    KSR-

    SOAS

    TUR

    AI MA

    AV M

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    99SV | Semi-Auto Sniper

    Usability: Infiltrator

    Damage: 400@10m - 334@75m

    Shots To Kill/Ideal Time To Kill: 3 Shots / 0.69 Seconds

    Available Attachments:

    6x (default), 7x, 8x, 10x, 12x

    Suppressor

    Flashlight, Forward GripNo Ammo Attachments

    Playstyle: Mobile Sniper and Recon. Spotting targets and quicklyeliminating them in 3 quick, successive shots. Suppressor is an option

    for extra stealth, but it takes a toll on the bullet velocity. 12x scope isuseful, but not always advised due to gravity compensation beingneeded for almost any shot at the ranges that scope is most useful

    for. Very good at long-medium range and in open areas.

    Recoil Pattern

    Cost

    BACK

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    AMR-66 | Battle Rifle

    Usability: Engineer, Heavy Assault

    Damage: 250@8m - 225@75m

    Shots To Kill/Ideal Time To Kill: 4-6 Shots / 1.1 Seconds

    Available Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot , 4x Chevron , 4x

    Crosshair, 6x

    Compensator, Flash Suppressor, Suppressor

    Flashlight, Forward Grip, Laser Sight

    High Velocity Ammunition

    Playstyle: Support and Ranged Assault. Engaging the enemy from 25-

    100m and picking off enemies. Kills very quickly on unsuspectingenemies and does very well at a range in open biolab areas as well asopen plains with little-to-no cover due to the large range advantage

    you gain over most targets.

    Recoil Pattern

    Cost: 250

    BACK

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    ASP-30 Grounder | AA/Dumb R

    Usability: Heavy Assault

    Damage: 1,000 Direct / [email protected] - 1@5m Splash

    Shots To Kill/Ideal Time To Kill: 1 Shot / 1 Second/100m

    Attachments:

    None

    Playstyle: Anti-Air or Desperate Infantry Crowd Control. As of PU2s

    projectile acceleration, this launcher is not as good against infantry asit has no acceleration without a lock. With a lock, this launcher takes 3shots alone to destroy an ESF, but 2 will set them on fire. Good in

    open areas after the target has used their flares because, after lock,you can forget about it and it WILL hit them if nothing gets in the way.Not recommended, but still usable against infantry (doing 135 less

    than the ML-7 and 335 less than the NS Decimator) as it can kill witha direct or 0.5m or less indirect hit and can cause damage up to 5m.

    Onlydirect damage is dealt to vehicles.

    Recoil Pa

    Cost: 25

    BACK

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    AI MANA Turret | Deployable Tu

    Usability: Engineer

    Damage: 193@10m - 150@100m

    Shots To Kill/Ideal Time To Kill: 6 Shots / 0.65 Seconds

    Attachments:

    None

    Playstyle: Deployable Cover or Overwatch Support on Defense. This

    turret is best fired in short bursts due to not being ammo-based, butheat-based. Upgrading it, as well as holding a linked Amp Station,can increase the time it takes to overheat, but the CoF bloom is so

    quick that a quick 2 second burst is all you really need. You can snipewith it be clicking in even shorter bursts which is surprisingly effectiveat a range. This turret can also be used as cover because the shield

    takes absolutely no damage. In PU02, the hitboxes on MANA turretswas updated to be more accurate, but you still need to be poking out

    fromthe side or top by quite a bit before you can shoot past it.

    Recoil Pa

    Cost:

    BACK

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    AV MANA Turret | Deployable T

    Usability: Engineer

    Damage: 1,000 Direct / [email protected] - 0@5m Splash

    Shots To Kill/Ideal Time To Kill: 1 Shot / Rocket Speed Unlisted

    Attachments:

    None

    Playstyle: Deployable Cover and Tank/Infantry Sniper. This turret is a

    guide-by-wire turret so the rocket will attempt to go to the locationunder your reticule if it has not already passed it. It can be upgradedto recover more quickly after each shot. It can also shoot at extreme

    ranges, but is best with lower-sensitivity for precision shots. It will 1-shot infantry and 2-shot MAXes. Best used when you find a goodridge with a lot of cover so the enemy sees as little of the turret as

    possible, even better if you can get above the enemy so they cantheadshot because your turret blocks them. It can also be used as

    conventional cover, but has no protective shield.

    Recoil P

    Cost: 100

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    Cycler TRV | Assault Rifle

    Usability: Combat Medic

    Damage: 143@10m - 112@60m

    Shots To Kill/Ideal Time To Kill: 7 Shots / 0.49 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    Flash Suppressor, Suppressor

    Flashlight, Forward Grip, Laser Sight, Advanced Laser Sight

    Soft Point Ammunition

    Playstyle: Close Quarters and Close Range Assault. Using the fastest

    RoF (845) of all TR assault rifles as well as the Adv Laser and SoftPoint Ammo, this weapon was meant to be an accurate hip-fire gun inshort range. Good for taking out an enemy quickly with headshots.

    Aim for the chest and the CoF will increase to the head.

    Recoil Patter

    Cost: 250

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    FA1 Barrage | Shotgun

    Usability: Light Assault, Combat Medic, Engineer, Heavy Assault

    Damage: 130@8m (6 pellets) - 50@16m (3 pellets)

    Shots To Kill/Ideal Time To Kill: 2 Shots / 0.54 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    No Barrel Attachments

    Extended Magazine, Laser Sight, Flashlight, Forward Grip

    Slug Ammunition

    Playstyle: Close Quarters Assault and Slug Sniper. With this weapon

    s more-accurate CoF and tighter pellet spread than all other TRshotguns, it goes very well with Slug Ammo and a 3.4x Sight withExtended Mag (6 Shots, 10 Extended Mag) and is good for charging

    into CQC areas and also good for Tower Stompingin the middle-top.

    Recoil P

    Cost: 750

    BACK

    https://www.youtube.com/watch?v=oOcDDEJcMIMhttps://www.youtube.com/watch?v=oOcDDEJcMIM
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    HSR-1 | Semi-Auto Scout Rifle

    Usability: Infiltrator

    Damage: 334@15m - 250@75m

    Shots To Kill/Ideal Time To Kill: 4 Shots / 0.96 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot , 4x Chevron , 4x

    Crosshair, 6x

    Compensator, Flash Suppressor, Suppressor

    Flashlight, Forward Grip, Laser Sight

    No Ammo Attachments

    Playstyle: Mid-Combat Sniper or Support. Much like the AMR-66, this

    weapon excels at mid-long range combat, but due to the requiredmultiple-shot kill as an infiltrator, either shoot a quick 4 shots or get 2headshots before they notice theyre being fired upon. Suppressor is

    an option for those who sneak around, but note the bullet drop.

    Recoil P

    Cost: 750C

    BACK

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    KSR-35 | Semi-Auto Scout Rifle

    Usability: Infiltrator

    Damage: 400@10m - 334@75m

    Shots To Kill/Ideal Time To Kill: 3 Shots / 0.78 Seconds

    Attachments:

    1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x Crosshair

    Suppressor

    Flashlight, Forward GripNo Ammo Attachments

    Playstyle: Mid-Range Sniper or Support. With the highest damage ofany TR semi-auto (tied with 99SV), it can 3-shot almost any target at

    ANY range, 4-shot definitely if target has Nanoweave. Best way touse it is to come out of cloak just long enough to kill your target, thencloak again and reposition. It also has a bad habit of running out of

    ammodue to its small ammo capacity (70 total).

    Recoil P

    Cost: 500C

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    LC2 Lynx | Carbine

    Usability: Light Assault, Engineer

    Damage: 143@10m - 100-@60m

    Shots To Kill/Ideal Time To Kill: 7 Shots / 0.53 Seconds

    Attachments:

    HS/NV, 1x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    Flash Suppressor, Suppressor

    Flashlight, Forward Grip, Advanced Laser Sight, Laser Sight

    Soft Point Ammunition

    Playstyle: Rapid-Fire Close-Range Assault. With its high RoF and

    tight CoF with the Advanced Laser sight, it excels in close rangecombat. Hip fire is strongly recommended as the recoil is one of themost harsh for carbines due to the high RoF. Best in and around

    buildings and watchtowers. Using either Suppressor is a good idea.

    Recoil Pattern

    Cost: 1000

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    LC3 Jaguar | Carbine

    Usability: Light Assault, Engineer

    Damage: 143@10m - 112@60m

    Shots To Kill/Ideal Time To Kill: 7 Shots / 0.56 Seconds

    Attachments:

    HS/NV, 1x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    Suppressor, Flash Suppressor

    Flashlight, Forward Grip, Advanced Laser Sight, Laser Sight

    Soft Point Ammunition

    Playstyle: Short-Medium Range Assault. Very similar to the Lynx (but

    much cheaper), this gun has a much better recoil pattern and muchbetter range capabilities. With the HS/NV and the Advanced Laser, its good at both its usable sighted range as well as at short ranges

    with hip-fire. Good with Ammo Belt for a very survivable loadout.

    Recoil P

    Cost: 250C

    BACK

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    M1 Heavy Cycler | MAX Chaingu

    Usability: MAX

    Damage: 143@10m - 125@65m

    Shots To Kill/Ideal Time To Kill: 7 Shots / 1.05 Seconds

    Attachments:

    Extended Magazine

    Playstyle: Anti-Infantry Assault MAX. This is the most versatile

    chaingun for the TR MAX. In short bursts, you can deal damage at a

    range (about 50m) due to the low initial CoF. If fired constantlythough, it can rip through close range as well with its capacity of 60

    bullets (90 with Extended Mag). Good when paired with itself as bothguns can shred at both close range and medium range. A goodcomparison is the LC2 Lynx due to very similar damage and both

    guns together match its RoF (400x2 RPM and 800 RPM) whilehaving the added benefit of the MAX suit. Good in semi-closed bases

    with cover and indoors.

    Cost: 100

    and

    Recoil P

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    M2 Mutilator | MAX Chaingun

    Usability: MAX

    Damage: 143@10m - 125@65m

    Shots To Kill/Ideal Time To Kill: 7 Shots / 1.05 Seconds

    Attachments:

    Extended Magazine

    Playstyle: Solo AI and Defensive MAX. This is most notable for its

    huge ammo capacity of 100 bullets (150 with Extended Mag) giving it

    amazing sustainability. Its ranged capabilities are not very good, butit makes up for it by being able to simulate English weather with

    bullets. Its amazing when paired with the MAX Lockdown abilitywhich gives it a higher RoF and better reload speed allowing it (withthe help of an Engineer) to defend a position near-indefinitely with

    Flak Armor. It can also fare well when soloing due to the large totalammo pool of 800 rounds (1100 with the Ammo Storage Canisters)

    and Nanite Auto Repair for health. Good choice for a second AI gun.

    Recoil P

    Cost: 250C

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    M3 Pounder HEG | MAX Anti-Ve

    Usability: MAX

    Damage: 285 Direct / [email protected] - 1@3m Splash

    Shots To Kill/Ideal Time To Kill: 4 Shots / 3 Seconds

    Attachments:

    None

    Playstyle: Quick Anti-Infantry/Anti-Vehicle Destroyer. It is best when

    paired with itself as you can cut the TTK in half (1.5 Seconds) and

    double the chance to hit your target. Against vehicles, you MUSThave both because the DPS isnt enough to kill it in any reasonable

    time and when you have both, you can kill a sunderer that is beingactively repaired by an Engineer. Once you get the arc down, youcan even snipe people with it. Best in open areas with scattered

    cover or very enclosed areas against an enemy push. Since PU2, thesplash damage was buffed significantly and can kill quite effectively

    against clusters of enemy infantry. Its also inexpensive.

    Recoil P

    Cost: 250C

    and

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    M6 Onslaught | MAX Chaingun

    Usability: MAX

    Damage: 125@10m - 100@50m

    Shots To Kill/Ideal Time To Kill: 8 Shots / 0.98 Seconds

    Attachments:

    Extended Magazine

    Playstyle: Close Range Shredder. Having the highest RoF and

    shortest TTK of all MAX chainguns, it is extremely useful in close

    range combat. Its CoF is not very good at medium ranges, butexcels when paired with itself for close range shredding or any other

    chaingun for additional range or sustainability. Good when combinedwith the Charge ability to rush in past the frontlines and shredsupport hostiles and then assault hostiles from behind. Its also good

    when combined with Lockdown due to the RoF increase which leadsto an even faster TTK and increased defensive capabilities. Not very

    good in large, open areas with very little cover.

    Recoil P

    Cost: 1000

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    M77-B | Bolt-Action Sniper

    Usability: Infiltrator

    Damage: 650@10m - 400@350m / Headshot-Kill@250m

    Shots To Kill/Ideal Time To Kill: 2 Shots / 1.6 Seconds (First@0s)

    Attachments:

    6x (Default), 7x, 8x, 10x, 12x

    Suppressor

    Flashlight, Forward GripPlaystyle: Patient Long Range Sniper. This gun can only be usedmost effectively when within 250m of your target seeing as its very

    difficult to land 2 consecutive shots on a person with a bolt-action.Positioning must also be thought out because you want to be able to

    snipe across a long range (12x scope recommended), but also notbe detected. Fire a shot before-hand as well and take note of whichMil-Dot it lands on/between to find the proper place to aim at range.

    Recoil P

    Cost: 250

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    M9 SKEP Launcher | AV/Dumb Rocke

    Usability: Heavy Assault

    Damage: 1,000 Direct / 1,[email protected] - 1@6m Splash

    Shots To Kill/Ideal Time To Kill: 1 Shot / 0.87 Seconds/100m

    Attachments:

    None

    Playstyle: Anti-Vehicle/Anti-Infantry Assault. This is capable of

    dealing great amounts of damage to vehicles with both the lock-on

    and dumb-fire modes. If the target is zooming past too quickly for alock, you can fire anyway to get decent splash damage and possibly

    a kill if the target if you get a direct hit. If the target is moving and/ortoo far to dumb-fire guess, the lock-on can make up for it. Note thatthe further the target is away from you, the longer it takes to lock-on

    and track. Its a much better Anti-Infantry equivalent than the ASP-30Grounder due to its faster rocket speed combined with the bestsplashdamage radius. Good versus MAXes and almost any area.

    Recoil Pa

    Cost: 250C

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    ML-7 | Dumb Rocket

    Usability: Heavy Assault

    Damage: 1,135 Direct / 1,[email protected] - 1@5m Splash

    Shots To Kill/Ideal Time To Kill: 1 Shot / 1.17 Seconds/100m

    Attachments:

    None

    Playstyle: Anti-Infantry/Anti-Vehicle Assault and MAX Destroyer. This

    has a decent amount of projectile acceleration as well as starting

    firing slightly upward (both added in PU02) right out of the launcher.This means you can aim at a target in your sights and easily

    compensate for gravity. At 50m, you should aim half-way betweenthe center and the edge of the inner circle and at 100m, you shouldbe almost at the edge of the inner circle of the ironsight. It works well

    in close to medium range areas against infantry (especially againstMAXes) and in medium to long range encounters with vehicles. Oneshotwill set an ESF on fire to explode 2 seconds later.

    Recoil Pa

    Cost:

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    MR1 Fracture | MAX Anti-Vehicl

    Usability: MAX

    Damage: 210 Direct / [email protected] - 1@3m Splash

    Shots To Kill/Ideal Time To Kill: 5 Shots / 3.75 Seconds

    Attachments:

    None

    Playstyle: Ranged Anti-Everything Assault. This has a versatility as

    an explosive weapon that is match by no other TR weapon. Its good

    against air due to its high velocity (180m/s) and reasonable damage(10 shots to set an ESF on fire, 12 to kill). Its good against vehicles

    due to the RoF (80RPM) mixed with dealing decent explosivedamage (5 shots for an M9 SKEP equivalent) per second. Its alsogood against infantry, but not as much because it requires a direct hit

    to deal any significant damage, but that takes not a whole lot ofpractice to get down. Its best by far when paired with itself, but stillworkswith other weapons well. Good in medium-long range.

    Recoil P

    Cost: 100

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    MRC3 Mercy | MAX Chaingun

    Usability: MAX

    Damage: 125

    Shots To Kill/Ideal Time To Kill: 8 Shots / 1.13 Seconds

    Attachments:

    Extended Magazine

    Playstyle: Close-Mid Range Assault. This is very unique in that it has

    no damage falloff whatsoever and is the only TR bullet-based

    weapon that has this. It also has the tightest CoF of all the chainguns,making it an excellent choice at medium-range combat and has the

    ability to fire full-auto without suffering. It also does quite well inclose-range, but suffers in close-quarters compared to the others dueto its lower RoF. Very good when paired with either itself for duality or

    an M6 Onslaught for tighter situations against other MAXes or largeamounts of hostile infantry. Best in semi-closed areas or open fieldswith scattered cover and few vehicles.

    Recoil P

    Cost: 100

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    MSW-R | Light Machine Gun

    Usability: Heavy Assault

    Damage: 143@10m - 125@65m

    Shots To Kill/Ideal Time To Kill: 7 Shots / 0.72 Seconds

    Attachments:

    HS/NV, 1x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x,

    Crosshair

    Flash Suppressor, Suppressor

    Flashlight, Forward Grip, Advanced Laser Sight, Laser Sight

    Soft Point Ammunition

    Playstyle: Close-Quarters to Medium Range Assault. With an

    Advanced Laser and Soft Point Ammo, this weapon excels in closequarters with hip-fire, but also has a fairly easy to control recoil,making it also good for burst fire at a range. Good in enclosed areas

    and open plains with scattered cover. Excellent in surprise attacks.

    Recoil Pattern

    Cost: 250

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    NS Annihilator | AV/AA Rocket

    Usability: Heavy Assault

    Damage: 1,000 Direct / 1,[email protected] - 1@5m

    Shots To Kill/Ideal Time To Kill: 1 Shot / 1 Second/100m

    Attachments:

    None

    Playstyle: Anti-Vehicle and Anti-Air Support. If youre trying to hit

    infantry, over a 99% chance is youll fail. This weapon locks on to

    both land and air and deals a decent amount to both. Its good forbattles in which both are present because you can lock on and make

    your enemy feel threatened by just having the lock, so its always agood idea to have one rocket spare. In ground fights, focus theclosest targets so as to relieve pressure on friendly ground armor and

    infantry. After ground is pushed back, liberators are primary targets,but chances are, youll just send them back to repair and not kill,buying a lot of time for your team though. Best in open areas.

    Recoil Pa

    Cost: 100

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    NS Decimator | Dumb Rocket

    Usability: Heavy Assault

    Damage: 1,335 Direct / 1,[email protected] - 1@5m Splash

    Shots To Kill/Ideal Time To Kill: 1 Shot / 1.66 Seconds/100m

    Attachments:

    None

    Playstyle: Armor Destroyer and Anti-MAX/Infantry Assault. Having

    the highest damage of any infantry weapon in the game, it also has

    the slowest flying rocket, but it does have projectile acceleration as ofPU02, which makes aiming at various ranges easier to hit and

    compensate for. It does amazing damage in vehicle critical spots(rear engine most of the time) and also works very well against MAXsuits, bringing them to 665 health in one direct hit, and then swapping

    to a close range LMG like the MSW-R or T9 CARV leads to an easyfinish if you have the drop on the MAX. Its also really good againstclusters of infantry. Best at close-medium range.

    Recoil Pa

    Cost: 1000

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    NS Deep Freeze | Vanity Pistol

    Usability: All Non-Max Classes

    Damage: 375@8m - 200@42m

    Shots To Kill/Ideal Time To Kill: 3 Shots / 6 Seconds

    Attachments:

    None

    Playstyle: Snowball Fighter/Melee Killer. Only use this if you plan to

    have a more difficult time killing with your pistol slot or youre having

    a snowball fight. This is a limited-availability weapon from the 2013-2014 winter break, introduced in PU02 along with the snowmen on

    Esamir. If you get 100 kills with it, you earn the Snow Balla title towear proudly and make everyone think Holy cow, that guy knowswhat theyre doing. It does equal damage to the other Vanity Pistols

    and can be used right after a knife swipe for a fairly easy kill. Theprojectile comes from the side where the gun is and not your head,whichmakes it hard to aim. Good in melee fights.

    Recoil P

    Cost: 1000

    Limited A

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    NS Patriot Flare Gun | Vanity Pi

    Usability: All Non-MAX Classes

    Damage: 375@8m - 200@42m

    Shots To Kill/Ideal Time To Kill: 3 Shots / 6 Seconds

    Attachments:

    None

    Playstyle: Partygoer/Melee Killer. Only use this if you plan to have a

    more difficult time killing with your pistol slot or youre having a party.

    If you get 100 kills with it or the faction-specific variants, you unlockthe Pyro title. This can be used in melee combat just after a knife

    swipe for a quick kill. Its better than the faction-specific variants inthat it fires randomly in all patterns and 6 different colors, 3 of whichcant be made by any of the variants.Its very good in melee combat,

    but not very useful anywhere else and youd be better off with a NS-44 Commissioner for finishing blows, but a title is a title. Best inmeleecombat, and the best part is it announces your location.

    Recoil P

    Cost: 1000Limited A

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    NS-10 Burster | MAX Anti-Air

    Usability: MAX

    Damage: 100@50m - 20@200m Direct / 56@6m - 1@8m Splash

    Shots To Kill/Ideal Time To Kill: 10 Shots / 2.73 Seconds

    Attachments:

    Extended Magazine

    Playstyle: Anti-Air Destroyer. This is nearly useless by way of actually

    destroying air without using both because having both without

    Extended Mag (28 without, 42 with) can blow up an unarmored ESF ifall shots hit. This gun is a flak weapon so it will explode in proximity

    to any aircraft, but note that it will not explode at really close rangeand that it will explode around hostile drop pods as those areclassified as air vehicles and can actually be destroyed fairly quickly.

    Best in open areas where the MAX is in cover, but has a good line ofsight to the target. Good inside spawn rooms as well seeing as youcan shoot out, but hostiles cant shoot in.

    Cost: 100

    and

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    NS-11A | Assault Rifle

    Usability: Combat Medic

    Damage: 143@10m - 125@65m

    Shots To Kill/Ideal Time To Kill: 7 Shots / 0.64 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    Flash Suppressor, Suppressor, Compensator

    Flashlight, Forward Grip, Laser Sight

    Soft Point Ammunition, High Velocity Ammunition

    Playstyle: Mid-Range Assault/Support. This has a versatile

    assortment of attachments to accommodate most playstyles, but fitsmid-range combat best. With a forward grip, compensator, 2x or 3.4xsight, and High Velocity Ammo, it excels in killing at medium and

    close ranges with ADS. Best in semi-open areas with cover.

    Recoil Patter

    Cost: 1000

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    NS-11C | Carbine

    Usability: Light Assault, Engineer

    Damage: 143@10m - 112@60m

    Shots To Kill/Ideal Time To Kill: 7 Shots / 0.64 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    Flash Suppressor, Suppressor, Compensator

    Flashlight, Forward Grip, Laser Sight

    Soft Point Ammunition, High Velocity Ammunition

    Playstyle: Close-Mid Range Assault/Support. With the lower RoF

    than other TR guns, it has a very easily manageable recoil and aslow CoF bloom that allows ADS to work well with a Compensator,Forward Grip (or Laser for closer), 1x, 2x, or 3.4x scope, and your

    choiceof Ammo. Good in open areas with cover. Aim for the chest.

    Recoil Patter

    Cost: 1000

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    NS-15M | Light Machine Gun

    Usability: Heavy Assault

    Damage: 143@10m - 125@65m

    Shots To Kill/Ideal Time To Kill: 7 Shots / 0.67 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    Flash Suppressor, Suppressor, Compensator

    Flashlight, Forward Grip, Laser Sight

    Soft Point Ammunition, High Velocity Ammunition

    Playstyle: Mid-Range Assault. This has a very easily controlled recoil

    due to the lower RoF. Its best with a Compensator and Forward Gripwith High Velocity Ammo for longer range or Suppressor and Laserwith Soft Point Ammo. Good in medium-long ranges and in open

    areaswith scattered cover and in towers with a suppressor.

    Recoil Patter

    Cost: 1000

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    NS-357 Underboss | Pistol

    Usability: All Non-MAX Classes

    Damage: 375@8m - 200@42m

    Shots To Kill/Ideal Time To Kill: 3 Shots / 0.81 Seconds

    Attachments:

    Flashlight, Laser Sight

    Playstyle: Close-Range Finisher. This is one of two revolver-type

    weapons and is the faster, but less-damage variant. Its best in close

    range due to the quicker refire rate (221RPM) and reload rate thanthe NS-44 Commissioner. The best way to use it is by using your

    primary weapon until you run out of ammo in your clip and using theNS-357 Underboss as a finisher due to its high damage per shot atclose range. It does require some aiming experience in both hip-fire

    and ADS because of the relatively slow fire rate compared to mostother pistols. Good in close range combat with a Laser Sight and hip-firingor in medium/close range ADS, but has a very small sight.

    Recoil P

    Cost: 1000

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    NS-44 Commissioner | Pistol

    Usability: All Non-MAX Classes

    Damage: 450@8m - 225@42m

    Shots To Kill/Ideal Time To Kill: 3 Shots / 1.06 Seconds

    Attachments:

    Flashlight, Laser Sight

    Playstyle: Stealth Support or Heavy Finisher. This has the highest

    damage per bullet of any other pistol in the game. Its also the higher-

    damage and bullet-velocity cousin of the NS-357 Underboss, but hasa longer reload time. With 3 shots to kill anyone at close range, you

    can use the short reload (3 seconds at 1-3 shots, 4 seconds at 4-6shots long reload) and come back more quickly with a full clip on yournext target. Best way to use it is either as a support item for a long-

    range primary like a Bolt-Action Sniper or as a finisher for if you runout of clip ammo on any primary weapon. Good in close-mediumrangein open bases or hills. Laser sight is a must.

    Recoil P

    Cost: 1000

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    NS-7 PDW | Sub-Machine Gun

    Usability: All Non-MAX Classes

    Damage: 125@15m - 100@65m

    Shots To Kill/Ideal Time To Kill: 8 Shots / 0.64 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    Compensator, Flash Suppressor, Suppressor

    Extended Magazine, Flashlight, Forward Grip, Advanced LaserSight, Laser Sight

    Soft Point Ammunition

    Playstyle: Mid/Close-Range Assault. This has a very easily handledrecoil (as NS), so its very good at mid-ranged combat. Its quick TTKand Advanced Laser also make it amazing in close-ranged combat.

    Good in semi-closed areas like outdoor compounds and towers.

    Recoil Patter

    Cost: 1000

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    PDW-16 Hailstorm | Sub-Machine Gun

    Usability: All Non-MAX Classes

    Damage:125@6m - 84@42m

    Shots To Kill/Ideal Time To Kill: 8 Shots / 0.6 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    Compensator, Flash Suppressor, Suppressor

    Flashlight, Forward Grip, Advanced Laser Sight, Laser Sight

    Soft Point Ammunition

    Playstyle: Close-Range Assault and Assassin. This is the larger mag

    (60 Shots) and lower RoF (800RPM) SMG. It can kill many targets ina mag if you can hit reliably and performs well in close quarters andclose-range combat. With an Advanced Laser, it has a very small hip-

    fire CoF. Good in semi-closed areas and indoors. Cost: 1000

    Recoil Pattern

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    RAMS .50M | Bolt-Action Sniper

    Usability: Infiltrator

    Damage: 700@10m - 400@400m

    Shots To Kill/Ideal Time To Kill: 2 Shots / 1.5 Seconds (First@0s)

    Attachments:

    6x (Default), 7x, 8x, 10x, 12x

    Suppressor

    Flashlight, Forward Grip

    Playstyle: Long-Range Sniper. This has the fastest bullet velocity(650m/s) of any other TR infantry weapon, making it perfect for long

    range shots. Its one-hit-headshot range is inside 300m. The bestscope for general use on this is the 12x due to it being the closest

    and anything within 300m has only a slight drop from the center ofthe mil-dot crosshair. Best if you wait for your target to stop as aliving target cant track you. Good at very long ranges while in cover. Cost: 1000

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    SABR-13 | Assault Rifle

    Usability: Combat Medic

    Damage: 167@10m - 143@75m

    Shots To Kill/Ideal Time To Kill: 6 Shots / 0.6 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair, 6x

    Compensator, Suppressor

    Flashlight, Advanced Forward Grip, Forward Grip, Laser Sight

    High Velocity Ammunition

    Playstyle: Mid-Long Range Support/Assault. Having the highest

    damage and a unique 2x burst fire, this excels at medium-long rangecombat. Best with a Compensator, Advanced Forward Grip, HighVelocity Ammo, and a 3.4x scope for multi-range use. Be sure to

    clickfor every 2 bullets. Good in open areas with scattered cover. Cost: 1000

    Recoil P

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    SMG-46 Armistice | Sub-Machine Gun

    Usability: All Non-MAX Classes

    Damage: 125@6m - 84@42m

    Shots To Kill/Ideal Time To Kill: 8 Shots / 0.54 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    Compensator, Flash Suppressor, Suppressor

    Flashlight, Forward Grip, Advanced Laser Sight, Laser Sight,Extended Magazine

    Soft Point Ammunition

    Playstyle: Close Range Assault/Assassin. This has one of theshortest TTKs in the infantry game. Its best with an Advanced Laserwith Soft Point Ammo. Best when hip-firing or ADS with a 1x or 2x

    scope. Good in close-quarters combat and indoors with cover. Cost: 1000

    Recoil Pattern: U

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    SOAS-20 | Auto Scout Rifle

    Usability: Infiltrator

    Damage: 143@10m - 125@60m

    Shots To Kill/Ideal Time To Kill: 7 Shots / 0.64 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair, 6x

    Compensator, Flash Suppressor, Suppressor

    Flashlight, Forward Grip, Laser Sight

    Playstyle: Mid-Range Assault/Assassin. Being a full-auto scout rifle

    reduces its range, but if fired in bursts can be very effective atranges up to 100m with a 3.4x scope. For shorter-range

    engagements, use a lower-power HS/NV or 2x scope, but still ADS.Always aim for the head on the first shot and drag down from there.Good in large open areas with little cover and in small, closed areas. Cost: 250C

    Recoil P

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    SR-7 | Bolt-Action Sniper

    Usability: Infiltrator

    Damage: 650@10m - 400@350mShots To Kill/Ideal Time To Kill: 2 Shots / 1.3 Seconds (First@0s)

    Attachments:

    6x (Default), 7x, 8x, 10x, 12x

    Suppressor

    Flashlight, Forward Grip

    Playstyle: Mid-Long Range Sniper. This has a one-shot-headshotrange of 250m and a faster reload speed and (4.7 Long - 3.1 Short)

    slightly slower bullet-velocity than the RAMS .50M. Its most effectivewith the 12x scope and should experience very little bullet drop inside

    the headshot range, making it a somewhat good candidate for asuppressor, but note that youll have a lot more bullet drop with one.Good in large, open areas when in protective cover. Cost: 1000

    Recoil Pattern

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    T1 Cycler | Assault Rifle

    Usability: Combat Medic

    Damage: 143@10m - 125@65mShots To Kill/Ideal Time To Kill: 7 Shots / 0.56 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    Flash Suppressor, Suppressor

    Flashlight, Forward Grip, Laser Sight

    No Ammo Attachments

    Playstyle: Mid-Range Assault. This is pretty good for being a stock

    weapon. Its an all around good weapon, but it isnt really amazing atanything. Best with a low-power HS/NV or 2x scope in medium toclose ranges. It has two specialized variants: T1S Cycler and T1B

    Cycler. Good in semi-open areas with scattered cover and indoors. Cost:

    Recoil P

    | G

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    T16 Rhino | Light Machine Gun

    Usability: Heavy Assault

    Damage: 143@10m - 125@65mShots To Kill/Ideal Time To Kill: 7 Shots / 0.64 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x,

    Crosshair

    Flash Suppressor, Suppressor

    Extended Magazine, Flashlight, Advanced Forward Grip,Forward Grip, Laser Sight

    High Velocity Ammunition

    Playstyle: Medium-Long Range Support/Assault. This is very usefulin bursts from 1-6 shots before the CoF is no longer useful at arange. Best with Advanced Grip and a 3.4x scope. Has a high ammo

    per mag (100, 200 with ExtMag) Good in open areas with little cover. Cost: 250C

    Recoil P

    T1B C l | A lt Rifl

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    T1B Cycler | Assault Rifle

    Usability: Combat Medic

    Damage: 143@10m - 125@65mShots To Kill/Ideal Time To Kill: 7 Shots / 0.56 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    Flash Suppressor, Suppressor

    Flashlight, Forward Grip, Laser Sight

    High Velocity Ammo

    Playstyle: Mid-Range Support/Assault. This, being a burst variant,

    can only fire in 3-Burst or Semi modes. With 3-Burst, it has a nearinsignificant CoF expansion and the first 2 shots fire at the samelocation. Aim for the chest and 2 will hit the chest and one will hit the

    head.Good in open areas with cover and semi-closed bases. Cost: 100C

    Recoil P

    T1S C l | A lt Rifl

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    T1S Cycler | Assault Rifle

    Usability: Combat Medic

    Damage: 143@10m - 125@65mShots To Kill/Ideal Time To Kill: 7 Shots / 0.6 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair, 6x

    Compensator, Flash Suppressor, Suppressor

    Flashlight, Forward Grip, Laser Sight, Grenade Launcher,Underbarrel Shotgun, Smoke Launcher

    Soft Point Ammunition, High Velocity Ammunition

    Playstyle: Versatile Assault/Support. This has every non-advancedattachment for assault rifles with underbarrel attachments and 3 fire-modes. 2x, Comp, Grenade Launcher, and Soft Point Ammo is good

    at close range. Good at medium-short, but fair at long range. Cost: 500C

    Recoil P

    T2 St ik | AA/AV R k t

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    T2 Striker | AA/AV Rocket

    Usability: Heavy Assault

    Damage: 335 Direct / [email protected] - 1@3m SplashShots To Kill/Ideal Time To Kill: 3 Shots / 1.8 Seconds

    Attachments:

    None

    Playstyle: Anti-Air and Anti-Vehicle Assault/Support. This is the TR

    Specific launcher. It fires only on lock-ons, but can fire 5 rockets in

    total at one target. The lock must be maintained while the rockets flyor else they will lose the target, fly up, and explode. It does the most

    damage to any vehicle in one mag of any other launcher as well(1675 Direct). Vehicles are not affected by splash damage, but firingit at a Sunderer or a vehicle being repaired can possibly deal a great

    amount to hostiles around it. Lock time increases with distance, butthe lock usually stays for a few seconds after losing sight, but therockets are best fired in-sight. Good in open areas when in cover. Cost: 1000

    Recoil Pa

    T32 B ll | Li ht M hi G

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    T32 Bull | Light Machine Gun

    Usability: Heavy Assault

    Damage: 143@10m - 125@65Shots To Kill/Ideal Time To Kill: 7 Shots / 0.64 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    Compensator, Flash Suppressor, Suppressor

    Flashlight, Forward Grip, Laser Sight

    Soft Point Ammunition, High Velocity Ammunition

    Playstyle: Medium/Close-Range Assault. This has a easy to manage

    recoil that makes for easier headshots and quick kills with as manyhits as possible. It has a fairly quick reload speed and a magazine of60 shots, making it good for back-to-back engagements with many

    hostiles. Good in open areas with cover and semi-open areas. Cost: 1000

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    T7 Mi i Ch i | H G

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    T7 Mini-Chaingun | Heavy Gun

    Usability: Heavy Assault

    Damage: 143@10m - 112@50mShots To Kill/Ideal Time To Kill: 7 Shots / 0.53 Seconds (Full Spin)

    Attachments:

    Flashlight, Laser Sight

    Extended Magazine

    Playstyle: Close Quarters Assault. This has a spinup time before

    firing, but due to being a non-stealthy weapon (sounds like abuzzsaw), pre-firing before walking into a room where hostiles maybe present is a very good idea. It also has a very high magazine

    capacity (100 Shots, 200 with Extended Magazine) that can be usedto shred through multiple hostiles in close quarters. It can also beused effectively against MAXes due to its spammy nature and being

    able to deal a lot of damage to one target in a short amount of time.Good in close-quarters and inside buildings. Cost: 1000

    Recoil P

    T9 CARV | Light Machine G n

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    T9 CARV | Light Machine Gun

    Usability: Heavy Assault

    Damage: 143@10m - 125@65mShots To Kill/Ideal Time To Kill: 7 Shots / 0.56 Seconds

    Attachments:

    HS/NV, 1x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    Flash Suppressor, Suppressor

    Flashlight, Forward Grip, Laser SightNo Ammo Attachments

    Playstyle: Close/Mid Range Assault/Support. As a stock weapon, it

    will probably be used very frequently. Its a very good weapon forsurvival due to the high magazine capacity (100 Shots), but has along reload time. Dont reload at all until around 50-ish shots or until

    out ofcombat. Good in open areas with cover and semi-open areas. Cost:

    Recoil P

    T9 CARV S | Light Machine GunBACK

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    T9 CARV-S | Light Machine Gun

    Usability: Heavy Assault

    Damage:143@10m - 125@65mShots To Kill/Ideal Time To Kill: 7 Shots / 0.6 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair, 6x

    Compensator, Flash Suppressor, Suppressor

    Extended Magazine, Flashlight, Forward Grip, Laser SightSoft Point Ammunition, High Velocity Ammunition

    Playstyle: Versatile Medium-Range Assault. This has extras on both

    the short-range and long-range fronts from the T9 CARV that give itmany more possible roles. Ammo and scope slots are used to specifyshort/medium-long ranges. However, it has a reduced RoF from the

    T9 CARV, but also has 3-Burst fire-mode. Good anywhere. Cost: 500C

    Recoil P

    TAR | Assault RifleBACK

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    TAR | Assault Rifle

    Usability: Combat Medic

    Damage: 143@10m - 112@60mShots To Kill/Ideal Time To Kill: 7 Shots / 0.53 Seconds

    Attachments:

    HS/NV, 1x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    Suppressor, Flash Suppressor

    Forward Grip, Advanced Laser Sight, Laser Sight, FlashlightSoft Point Ammunition

    Playstyle: Close Range Assault. Its high RoF combined with an

    Advanced Laser makes it amazing at close-quarters combat with hip-firing. Its ADS recoil is a bit difficult, so avoid ADSing when you can,unless you fire in short bursts or use attachments to fix it.

    Cost: 250C

    Recoil Pattern

    TAS 16 Blackjack | Pump ShotgBACK

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    TAS-16 Blackjack | Pump Shotg

    Usability: Light Assault, Engineer, Combat Medic, Heavy Assault

    Damage: 130@8m (11 Pellets) - 50@18m (3.5 Pellets)Shots To Kill/Ideal Time To Kill: 1 Shot / Instantly

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot,4x Chevron, 4x

    Crosshair

    No Barrel Attachments

    Extended Magazine, Flashlight, Laser SightSlug Ammunition

    Playstyle: Close Quarters Assault. This does the most damage in one

    full hit of all TR shotguns. It also has a small magazine capacity (4Shots, 6 Ext Mag ), so Extended Mag is a must. Its best when youapproach very close or around corners and fire immediately on

    contact to kill instantly. Good indoors and in small enclosed areas. Cost: 1000

    Recoil P

    TMG 50 | Light Machine GunBACK

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    TMG-50 | Light Machine Gun

    Usability: Heavy Assault

    Damage: 167@10m - 143@75Shots To Kill/Ideal Time To Kill: 6 Shots / 0.62 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair, 6x

    Compensator, Suppressor

    Flashlight, Forward Grip, Laser SightHigh Velocity Ammunition

    Playstyle: Medium-Long Range Assault/Support. With a 3.4x or 4x

    scope, Compensator, Forward Grip, and High Velocity Ammo, thisrocks at medium-long ranges. It also has the highest damage of anyLMG per-bullet. Its not the best at close range though due to the low

    RoF. Good in large, open areas with little cover and in open bases. Cost: 500C

    Recoil P

    TR Patriot Flare Gun | Vanity PiBACK

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    TR Patriot Flare Gun | Vanity Pi

    Usability: All Non-MAX Classes

    Damage: 375@8m - 200@42mShots To Kill/Ideal Time To Kill: 3 Shots / 6 Seconds

    Attachments:

    None

    Playstyle: Partygoer. This fires small flares that create a large red

    explosion overhead. This TR variant can be used to assert TerranRepublic dominance by changing the lighting and making a largeexplosive distraction. Can be used in combination with a knife swipe

    to get either a quick knife kill, or one kill closer to the Pyro title, whichyou unlock with 100 flare gun kills. Its a very high-risk weapon as itfires from a slightly-right position and cant be used a literal point

    blank. range. Bad at any location, but pretty dang impressive whenyou kill with it as their death (or a miss, or just a hit) is announced bya large, red, explosive ceremony sure to attract the eye of all.

    Recoil P

    Cost: 1000Limited A

    TRAC 5 | CarbineBACK

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    TRAC-5 | Carbine

    Usability: Light Assault, Engineer

    Damage: 143@10m - 112@65mShots To Kill/Ideal Time To Kill: 7 Shots / 0.56 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    Flash Suppressor, Suppressor

    Flashlight, Forward Grip, Laser SightNo Ammo Attachments

    Playstyle: Close-Mid Range Assault. This has a fairly balanced mix of

    accuracy, recoil, and damage, but is most effective at the closerranges (around 15-20m). It can be used in small bursts for fair longer-range combat, but cant really do a whole lot by way of real stopping

    power. Good in semi-closed areas with cover and indoors. Cost:

    Recoil Pattern

    TRAC-5 Burst | CarbineBACK

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    TRAC-5 Burst | Carbine

    Usability: Light Assault, Engineer

    Damage: 143@10m - 112@65mShots To Kill/Ideal Time To Kill: 7 Shots / 0.56 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    Suppressor, Flash Suppressor

    Flashlight, Forward Grip, Laser SightHigh Velocity Ammunition

    Playstyle: Medium-Range Assault/Support. Having a 3-Burst fire as

    the primary makes this weapon better at a range, but you have toclick with every 3 bullets. Dont oversample by clicking too quickly.The recoil pattern places the first 2 shots of a burst together, so aim

    just below the head. Good in open areas and semi-closed bases.

    Recoil Pattern

    Cost: 100C

    TRAC-5 S | CarbineBACK

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    TRAC-5 S | Carbine

    Usability: Light Assault, Engineer

    Damage: 143@10m - 112@65mShots To Kill/Ideal Time To Kill: 7 Shots / 0.6 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair, 6x

    Compensator, Flash Suppressor, Suppressor

    Flashlight, Forward Grip, Grenade Launcher, Laser Sight,Underbarrel Shotgun, Smoke Launcher

    Soft Point Ammunition, High Velocity Ammunition

    Playstyle: Versatile Assault/Support. Having the underbarrelattachments as an Engineer with this weapon can give you anunlimited supply of smoke, shells, or grenades, good for suppressing

    enemies. Good anywhere, based on attachments.

    Recoil Pattern

    Cost: 500C

    TRS-12 Uppercut | Pump ShotgBACK

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    TRS-12 Uppercut | Pump Shotg

    Usability: Light Assault, Engineer, Combat Medic, Heavy Assault

    Damage: 130@8m (10 Pellets) - 50@18 (3 Pellets)Shots To Kill/Ideal Time To Kill: 1 Shot / Instantly

    Attachments:

    HS/NV, 1x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    No Barrel Attachments

    Extended Magazine, Flashlight, Laser SightSlug Ammunition

    Playstyle: Close Quarters Assault. Having a faster RoF than the TAS-

    16 Blackjack, it runs out the magazine very quickly (4 Shots, 6Extended Magazine). Its amazing when right up in their face, around1-3m away. Pre-firing around corners is a good plan to hit enemies

    beforethey even see you. Good in close quarters and indoors.

    Recoil P

    Cost: 1000

    TS2 Inquisitor | PistolBACK

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    TS2 Inquisitor | Pistol

    Usability: All Non-MAX Classes

    Damage: 143@8m - 125@50mShots To Kill/Ideal Time To Kill: 7 Shots / 0.79 Seconds

    Attachments:

    Suppressor

    Flashlight, Laser Sight

    Playstyle: Finisher and Medium-Short Range Poker. When silenced,

    this has one of the quietest fire-sounds in the game, making itexcellent for hitting enemies and staying stealthy. Its also a verygood finished due to its decent accuracy and easy recoil. Valuable for

    sniper infiltrators to quickly kill anyone in close range combat. If youhave the drop on them and have a little practice with it, youll verylikely pull through and go on your way. It also has a very high

    magazine size (30 Shots), the highest of any other TR pistol. Good inclose-quarters and in semi-closed areas with cover.

    Recoil P

    Cost: 1000

    TS4 Haymaker | ShotgunBACK

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    TS4 Haymaker | Shotgun

    Usability: Light Assault, Engineer, Combat Medic, Heavy Assault

    Damage: 130@8m (6 Pellets) - 50@18m (3.5 Pellets)Shots To Kill/Ideal Time To Kill: 2 Shots / 0.53 Seconds

    Attachments:

    HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x

    Crosshair

    No Barrel Attachments

    Extended Magazine, Laser Sight, Flashlight, Forward GripSlug Ammunition

    Playstyle: Slug Sniper and Close Range Assault. It has a high

    magazine capacity (6 Shots, 10 Extended Mag), its very good forpicking people off with slug ammo and a 3.4x Chevron scope withmore leeway for misses and is the most inexpensive shotgun. Its

    alsogood against MAXes. Good indoors, and in semi-closed bases.

    Recoil P

    Cost: 250C

    TSAR-42 | Bolt-Action SniperBACK

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    TSAR 42 | Bolt Action Sniper

    Usability: Infiltrator

    Damage: 700@10m - 400@265mShots To Kill/Ideal Time To Kill: 2 Shots / 1.09 Seconds (First@0)

    Attachments:

    1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x Crosshair

    Suppressor

    Flashlight, Forward Grip

    Playstyle: Medium-Range Sniper. This is much like the M77-B, buthas a faster refire time along with using lower-powered scopes. Very

    good when used with a 4x Crosshair or a Chevron scope againstother infiltrators due to having no scope sway and therefore having

    more reliable shots and less time to recover from each shot. Best atmedium ranges and can be used to whittle down approachinghostiles. Good in open areas with little cover and in open bases.

    Recoil P

    Cost: 250C

    TX1 Repeater | PistolBACK

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    TX1 Repeater | Pistol

    Usability: All Non-MAX Classes

    Damage: 112@8m - 77@50mShots To Kill/Ideal Time To Kill: 9 Shots / 0.64 Seconds

    Attachments:

    Suppressor

    Flashlight, Laser Sight

    Playstyle: Close-Range Finisher and Quick Killer. With the upward

    recoil on both ADS and hip-fire, aiming for the chest and spammingupward can lead to very quick kills. It can also be used as a panicfinisher due to being a 3-burst spray weapon instead of a semi-auto

    because you dont have to focus very hard on making it hit, justkeeping the reticule ticks around your target. Can be used at mediumranges when ADS-ing, but bursts must be slow and controlled

    instead of spammy. Its not very good against MAXes, but can beusedto bug them a lot. Good in closed areas and indoors.

    Recoil P

    Cost:

    TX2 EmperorBACK

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    TX2 Emperor

    Usability: All Non-MAX Classes

    Damage: 167@15m - 112@65m

    Shots To Kill/Ideal Time To Kill: 6 Shots / 0.9 Seconds

    Attachments:

    Suppressor

    Flashlight, Laser Sight

    Playstyle: Finisher and Medium/Short-Range Poker. This is very

    good at whittling down an enemy from a range, especially becauseevery hit can case the enemy to question whether or not he wants tobe there. Aiming for the head is always a good idea, but aim on the

    low end of it so all your hits are either chest or headshots becauseheadshots can kill very quickly. Best against infantry, but kindaterrible against MAXes. Also good as a quick finisher with hip-fire and

    a Laser Sight as it does a decent damage for shot at close-range.Good in open areas, semi-closed bases, and indoors.

    Recoil P

    Cost: 250C