APB Reloaded Guide

(23rd January 2015 update) APB:R WEAPON GUIDE, TIPS, AND HOW TO AVOID NEWBIE TRAPS for APB Reloaded

(23rd January 2015 update) APB:R WEAPON GUIDE, TIPS, AND HOW TO AVOID NEWBIE TRAPS

Overview

The purpose of this guide is to guide newcomers into choosing a weapon that fits their playstyle, after a quick rundown of the game basics and terminology, and to provide information which might be useful for old players interested in trying something different.This guide will be updated over time to cover all the basic weapon info, so if you don’t find a weapon category you’re interested in check it out later.Any weapon and mod icon used in this guide are courtesy of apbdb.com.

Updates Changelog

23rd January 2015

NEW WEAPONS
FR0G

NEW WEAPON VARIANT
FAR ‘Spearhead’

Added DOW to the Shotguns section

10th December 2014

NEW WEAPONS
FAR
DOW

Note: the DOW is a Legendary weapon which I do not own, but is available as a pickup during the Christmas Event. I will try to cover it in the following days.

ADDED WEAPONS
Event weapons:
HoHoHoPGL
The Butcher

26th November 2014

NEW WEAPONS
VAS-C2

29th October 2014

NEW WEAPONS
ISSR-a

17th October 2014

NEW WEAPONS
VBR ‘Huntress’

NEW WEAPON PRESETS
Joker RFP-9 “Fang”
Joker RFP-9 “Talon”

Added tips for the AAEPD.

10th September 2014

NEW WEAPONS
Shredder
AAEPD
Note: as the AAEPD is a Legendary Joker Box weapon and I have no access to it, I am not able to provide a guide at this moment.

WEAPON CHANGES
Shotguns: increased moving accuracy
JG-840: Increased damage, increased spread size

NEW WEAPON VARIANTS:
VAS SW2 (N-SSW74)

21st August 2014

WEAPON CHANGES
I-SSR: Increased ammo count, Increased magazine size, increase rate of fire, Bullets to kill 3 -> 4

13th August 2014

WEAPON CHANGES
COBR-A: Reduced accuracy loss, Increased accuracy gain

6th August 2014

WEAPON CHANGES
N-SSW 74: Increased both horizontal and vertical recoil recovery.

30th July 2014

NEW WEAPONS
COBR-A

9th July 2014

NEW WEAPONS
OCSP “Kommandant”

NEW WEAPON VARIANTS:
PDW-57 “Stiletto”
PDW-57 “Dagger” (OCA-EW .626)
PDW-57 “Kris” (OCA “Whisper”)
PSR R&D III “Kite”
PSR R&D III “Harrier”
PSR R&D III “Osprey” (N-HVR 762)

21st May 2014
BEHAVIOR CHANGES:

Walking with a weapon will result in your character walking at normal walk speed as opposed to Marksmanship mode speed. This impacts weapons like the ATAC or the Colby M-1922 which relied on walking to acquire good moving accuracy.

NEW WEAPON VARIANTS:
VAS-R2 “Sword”
VAS-R2 “Crown” (N-TEC 5)
VAS-R2 “Scepter” (Scoped N-TEC)
CBMP-45 (Colby PMG-28)

16th April 2014
WEAPON CHANGES:

STAR 556: Decreased delay before accuracy gain (guns recovers accuracy faster once you stop firing)
ATAC 424: Increased hipfire accuracy, Increased carried ammo

NEW FEATURE: Consumable and Deployable items
These will be treated in depth in a future update.

3rd April 2014
NEW WEAPON VARIANTS:
Obeya SLR-762 (Obeya CR.762)
N-TEC 7 “Ursus” (N-TEC 5)

14th March 2014
Updated the guide to include the Nekrova ISS.

5th March 2014

NEW WEAPON:
Nekrova ISS

NEW WEAPON PRESET:
Nekrova ISS-R “Wisp”
Nekrova ISS-b “Dog Ear”

PLEASE NOTE
I am not updating the guide to include the Nekrova ISS as the weapon is terribly underpowered, therefore its state might change soon. I will make sure to write about it once its fate gets certain.

19th February 2014

NEW WEAPON:
Obeya CAP40

NEW WEAPON VARIANT:
FFA 556 R&D III

WEAPON CHANGES:

All weapons: Reduced crosshair set-in time when zooming into MMM
Scoped N-TEC: Increased MMM moving accuracy
N-SSW: Decreased bloom rate, Increased MMM moving speed, slightly decreased MMM accuracy.
Joker RFP-9: Decreased bloom rate, Decreased recoil in MMM, Increased carried ammo
Colby M-1922: Increased magazine size from 40 to 50
Obeya CR762: Increased min damage at max range, Increased MMM accuracy
Anubis: Reduced bloom rate
OCA: Increased bloom rate
PMG: Increased bloom rate
N-HVR 243 ‘Scout’: Reduced Jumpshoot ability

PLEASE NOTE:
Game tips on the CAP40 will come if I get hold of the weapon.

15th January 2014

NEW WEAPON VARIANT:
Pathfinder
Pathfinder PR1
Pathfinder PR2
Pathfinder SD PR1
Pathfinder SD
Pathfinder SD PR2 (N-HVR 243 ‘Scout’)

20th December 2013

NEW WEAPON VARIANTS:
FFA ‘Bull-shark” (OBIR)
Joker TAS-20 Stock (Colby CSG 20)
Joker TAS-20 Tactical (Colby CSG 20)

NEW UNIQUE MODS:
4 Round Burst
Banana Magazine

Split the Modifications section in two as unique mods were taking too much space.

Note: I put an hyphen in the Bull-shark name because for some reason writing it as Bullshark gets censored by Steam Guides.

22nd November 2013

NEW WEAPON VARIANTS:
NFAS “True Ogre” (NFAS)
Joker TAS-20 (Colby CSG 20)

WEAPON CHANGES:
Shotgun spread now acts differently.
NFAS reload time increased from 1.50s to 2s.

TERMINOLOGY AND BASIC INFORMATIONS: THE GAME EXPLAINED

So, you’ve decided to pick up APB:R, and accidentally hit the Guides button. Well, before we get
started, I’d like to get a few things straight about how the game works. Feel free to skip this section if you’re already practical with the game or shooters in general.

WEAPONS
You use them to shoot your opponent, duh. All weapons are leased for 10 days upon purchase (except for leases in the Joker Ticket Store, which are 7 days long). If there’s one you particularly like, you can purchase it as a permanent item in the cash shop, or stock up by leasing it more than once, as new leases will stack upon old ones, adding days to your lease.

WEAPON ROLES
Each weapon has a place into a Role – each kill you pull off with that weapon will advance towards that Role. The role will level up once you reach specific scores, unlocking goods such as slotted weapons, modifications, character titles and weapon skins. You can check the advancement of your roles anytime during gameplay by pressing J on your keyboard and selecting the Roles tab.

The number of kills needed for each role level depends on the role itself – most weapon roles will require numbers in the hundreds, and even in the thousands! The specific number for each role is written in their relative page.

TTK
Acronym for “Time to kill“. Indicates the minimum time in which a weapon can down a player since the first bullet connects. Generally, weapons with low TTK have some kind of downside to balance them out (l’ike the NFAS’ limited range, the SHAW’s impredictable recoil or the M-1922’s general inaccuracy).

ACCURACY LOSS, ACCURACY GAIN, RECOIL
Accuracy Loss refers to how much your gun reticle “blooms” per shot, Accuracy Gain refers to how fast your gun gains back lost accuracy once you stop firing.
Recoil is different than accuracy loss – when firing, your crosshair will slightly move around the screen to simulate your gun’s kick.

CROSSHAIR SET-IN
How fast your weapon goes from min accuracy to max accuracy when going into Marksmanship after/while moving.

DROPOFF
The max distance your weapon will hit for full damage. Any bullet that connects after that distance will progressively deal less and less damage, except for rare cases. When compared to other games APB’s weapons have very limited range as they are balanced for fighting at <100m range, so a weapon with 50m dropoff is not rubbish by default.
Once a bullet hits its dropoff range it starts dealing less damage (except for the DMR series) in a curve that can be steep or gentle depending on the weapon. Special cases will be analized accordingly in each weapon’s page.

LOCATIONAL DAMAGE
APB: R is like Team Fortress 2, as in it doesn’t have locational damage, therefore hitting a player in the midsection, head or foot will deal the same damage. This is due to character customization including things like gender and body size, otherwise a tiny female character with barely any skin over their ribcage would have a huge advantage over a giant male character who’s had too many hamburgers. On the subject, the character hitboxes are the same regardless of character size.

LOADOUT
APB:R takes from the Halo school – you can bring only two weapons at a time. Your primary is your rifle, your secondary is your pistol, as simple as that. You also carry a number of grenades based on the type you’re bringing along.

RATING 9-255
Shows how much you have progressed through the game. By progressing through the game one can unlock slotted weapons, preset weapons, character/weapon mods, clothing and customizable/preset vehicles. This is NOT a measure of skill.

MARKSMANSHIP MODE AND LEANING
By holding the right mouse button (default, can be set to Toggle), your character will look down the weapon’s sights, effectively increasing accuracy on most weapons at cost of moving speed and allowing you to keep track of longer range targets more easily.
This feature is available on every weapon, including secondaries.
While in Marksmanship Mode you can lean (default Q and E), which can be helpful to shoot around corners without exposing your character much. Mind you – the camera will follow your character’s head, which means your mouse axis are off at an angle while leaning.

TERMINOLOGY AND BASIC INFORMATION: THE GAME EXPLAINED – PT.2

HEALTH SYSTEM
Each character has 1000HP by default. This amount can be increased or decreased by character mods, not with some downsides (Kevlar will slow you down while increasing health, Fragile will speed you up while decreasing health). Once hit, each character will recover health after a certain time – again, this can be affected by character mods, as Clotting Agent reduces the delay before regen kicks in while slowing down the regen itself.
To clear this up:

  • No Health mod/Kevlar/Fragile: 5 second wait, 7 second regen (shorter with Fragile, longer with Kevlar)
  • Clotting Agent 1: 4 second wait, 8 second regen
  • Clotting Agent 2: 2 second wait, 10 second regen
  • Clotting Agent 3: 0.8s wait, 15 second regen

The Bullets Per Kill stat in each of the weapon pages refers to how many bullets it will take a weapon to kill a 1000 HP target if regeneration doesn’t kick in, as some weapons (examples: HVR243 Scout, STAR LCR) will require additional bullets to down an opponent if you miss a target equipped with Clotting Agent 3 once or twice.

IN-GAME CURRENCY
The game has two kinds of currency – APB Dollars ($) and Joker Tickets (JT). The first is obtained by simply playing missions or by completing open world activities (mugging, ram-raiding, witnessing), the second is obtained by taking part in Fight Club challenges, events, or by completing Daily Activities given by maxed out contacts.
APB Dollars are used to buy all of the free-2-play content – that is, weapons, modifications, cars, clothing, tattoos, and much other. They are literally thrown at you and even a F2P player can have a good amount of APB$ on the side just by playing missions.
Joker Tickets are much harder to come across, as you can earn only a maximum of 1480 per week by playing Fight Club challenges and completing daily activities. Ophelia and Wilde in Social District sell various items purchasable with JT and APB$ – car kits, clothing, cars, and free-to-play equivalents of cash shop weapons.

HEAT
The Heat Meter is a nice little icon in the top left of your screen that determines your rewards for in-mission activities and open world activities. Any positive action performed during gameplay (kills, assists, completing mission objectives) will add to your heat meter, as well as open world activities and faction-related action.

Heat Meter icons are knife/knuckle themed for criminals (Notoriety) and shield themed for Enforcers (Prestige)

Once you hit Heat 5, a bounty will be placed on your character, you will be visible to everyone in the district on both the map and the radar and every player in the district will be able to kill you for a reward, albeit with some small differences:

  • Criminals will be put against every player in the district – players from both factions (outside your mission) will show up as red names on your HUD, and killing them will advance towards your roles as well as giving you a monetary reward. Killing a Criminal bounty will raise your Heat regardless of your faction – other criminals will see the bounty as a green named (friendly) target, but killing can occur without any penalty if the bounty is not part of your mission.
  • Enforcers will be put against every Criminal in the district – other Enforcers will show up as green names. Killing fellow Enforcers will lower your Heat – you will have to kill Criminals to keep Heat 5. Killing an Enforcer bounty will raise your heat and give you a reward only if you’re a Criminal – if you kill a Heat 5 Enforcer while playing in the same faction, your Heat will drop to 0!

You can pay off contacts to lower/raise your Heat to its base level (0 for Criminals, 2 for Enforcers) for a small fee.

AMMUNITION
When you have a weapon equipped, you have 3 different reserves of ammo on your character – your current weapon’s magazine, your carried ammo and your ammo storage. You have direct access to the first two, while the third one is accessed by resupplying.
You can resupply your carried ammo by activating character modifications such as Field Supplier, by restocking at a car equipped with Mobile Supply Unit, or at any Joker Machine. You can resupply your ammo storage at any ammo-supplying source by opening your inventory with the I key and using the Purchase Weapon Ammo button or by bringing up the Storage window with F, the latter working only with Joker Machines.
It’s generally a good idea to buy ammo before each game session, as dying when your Ammo Storage is empty means you’ll respawn with no ammo, which can be troublesome if you don’t have time to stop and restock.
If you resupply at any viable source when you have no ammunition left in your ammo storage, your character will automatically purchase enough ammo to refill your weapon.

GENERAL TIPS

  • Use the mini-map. ABUSE the mini-map. It’s in the lower right for a REASON. Not only it will show markers for your car and your fellow teammates – opponents will give their position away while firing as they will show up on your radar as red triangles, and tactically useful places (car spawners, vending machines) will show up as well.
  • If your opponent is hiding behind a car you can shoot under the car hull and hit their feet. Aim under the car until your crosshair turns red and fire away.
  • This game is not a first person shooter – the over-the-shoulder 3rd person camera is not there just to let you see how pretty your character is, but it’s a tactical advantage. Look around corners! Ambush your opponents! Trick them into thinking you’re facing one direction while you’re actually aiming at them! You can switch the shoulder your camera lies over with V anytime you need. You can also set a key to look behind your character without moving your mouse in the Controls option tab.
  • Placement and map knowledge > individual skill. Learning to use the environment helps a lot more than never missing a shot.
  • A Cash Shop weapon is not stronger than a free one by default – sure, it might seem so to an unexperienced eye, but most weapons on ARMAS are either pre-modded specialized versions of free2play weapons or 3-slot versions of free2play weapons, allowing for customization but not giving a real advantage. Truth is, the strongest weapons in the game can be bought with APB$.
    The guide will provide further information down the line in each weapon’s section.
  • Aim for any exposed area, don’t just aim for the head – as there is no locational damage, any damage dealt is the same regardless of position. Your best bet is to aim for the midsection, as you’ll have a wider area to hit and you won’t be thrown off by sudden crouching.
  • Don’t rely on a single weapon – assaulting a target in the open with a shotgun can be very frustrating, just like defending an alleyway with a sniper. Keep a small arsenal ready and switch weapon according to the situation – the ideal setup is to have at least one weapon for each range – close (SMGs and shotguns), mid (Assault rifles, Marksman rifles and LMGs) and long (Snipers). At higher levels, you might also want to keep an OSMAW ready at all times.

MODIFICATIONS AND YOU

By leveling up your Roles you will unlock some nifty items called Modifications. Once bought they permanently stay in your inventory (unlike your guns), and can be equipped on a slotted weapon to improve some of their stats – of course, most of them have downsides to balance out their advantages.

You can purchase Modifications off your vendors once you unlock them.

After you have purchased both a mod and equipped your slotted gun, you just click on the slot…

…and then on Change.

You’ll be taken to your Modification select screen, just pick the one you want to use and click Select.
Note that you can equip only one mod per color at the same time – for example, you can’t equip Cooling Jacket and Heavy Barrel on the same gun, as they’re both red mods.

If a leased gun expires while it has mods in it they’ll get unequipped and sent back to your inventory, so don’t worry about taking them out of your gun if you don’t plan to release it or are taking a break.

Weapon Modifications

Each mod has different effects on your weapon. Here’s a quick rundown of what each mod does, for further info you can check their in-game description.

ORANGE MODS
Orange mods affect your weapon’s accuracy. They are a must on most weapons, as most guns are built for being used either in Marskmanship or outside marksmanship, meaning that equipping the proper sight will generally have a positive effect.

Hunting Sight – Increases zoom in Marksmanship Mode, Increases Marksmanship mode accuracy, Decreases moving accuracy
Reflex Sight – Decreases zoom in Marksmanship Mode, Decreases Marksmanship mode accuracy, Increases moving accuracy
High-Magnification scope – Sets your Marksmanship Mode zoom to 15°, Replaces crosshair with a sniper-like scope, removes crosshair out of Marksmanship Mode

PURPLE MODS
Purple mods have mixed effects. Given the negligible downsides, they can be put pretty much on anything with little to no negative effect.

Mobility Sling – Increases walking/Marksmanship mode speed, Increases equip time

3-Point sling – Reduces equip time

Tagger – Puts a crosshair-like tagger over your enemy’s head when you hit them

BLUE MODS
Blue mods affect your ammo count. Their use is up to personal preference, and they can really make a difference in the right situation.

Bandolier – Increases maximum ammo carried by the player, Increases resupply time

Magazine pull – Reduces reload time, reduces magazine size

Extended Magazine – Increases reload time, increases magazine size

RED MODS
Red mods affect your weapon’s lethality. They have different effects based on the mods itself, but the downsides can be crippling if you use the wrong mod.

Cooling Jacket – Increases fire rate, Increases weapon bloom rate

Improved Rifling – Increases effective range, Increases maximum crosshair size

Heavy Barrel – Reduces weapon bloom rate, Decreases damage

Muzzle Break – Increases recoil in one direction, decreases recoil in the other (Right now, only Horizontal MB is available in-game, which reduces Horizontal recoil while increasing Vertical)

Unique modifications

These modifications are preset on some weapons and therefore cannot be obtained as standalone or equipped on another weapon.

Hunting Sight: Anubis – Increases zoom in Marksmanship Mode, Increases Marksmanship mode accuracy, Decreases moving accuracy, replaces crosshair with custom Anubis crosshair. Preset on the HCR Anubis.

Piercing – Allows bullets to pierce through opponents and destroyable objects, reduces damage per consecutive hit, reduces hard damage. Doesn’t pierce cars. Preset on the Colby Commander and Obeya CAP40.

Rifle Silencer – Removes muzzle flash and tracers, removes audio, reduces hard damage. Preset mod on the ATAC “Watchman”.
SMG Silencer – Removes muzzle flash and tracers, removes audio, reduces recoil, reduces hard damage. Preset mod on the Whisper, the OCA-SD and the Murmur series.

Sniper Silencer – Removes muzzle flash and tracers, removes audio, reduces recoil, decreases effective range. Preset mod on the HVR243-SD and the HVR762-SD.
Pistol Silencer – Removes muzzle flash and tracers, removes audio, reduces recoil, reduces hard damage. Preset mod on the FBW-SD.

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ACES Short Barrel – Increases Fire rate, decreases Marksman Mode accuracy, decreases base accuracy. Preset mod on the ACES series.
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ACES Extended Barrel – Increases damage, reduces fire rate, reduces hard damage, reduces vertical recoil. Preset mod on the ACES series.
4 Round Burst – Increases number of bullets in each burst by 1, reduces damage of each bullet by 25%. Preset mod on the FFA Bull-shark.

Double Drum Magazine – Increases magazine size and stored ammo, increases recoil, slows down reload, adds wind-up time. Preset on the NFAS True Ogre.
Banana Magazine – Increases magazine size, decreases stored ammo. Preset on the FFA Bull-shark.

Now that we got the basics of weaponry, it’s time to look at the weapons themselves. Most weapon mods are unlocked by leveling up roles, while some are unlocked by high level contacts. For clarity’s sake, I’ll assume you unlocked everything.

YOUR PERSONAL SKILL – SCORE AND THREAT LEVEL

SCORE
Each action you perform during a mission (be it kills, assists, or performing tasks) will net you some points, which will be shown along with your K/Dr and earned money/standing on the scoreboard.

Your score bonuses will be shown in the middle of the screen every time you perform one of those actions, allowing you to see your score bonuses/demerits on the fly.

At the moment, the actions that can influence your score and the relative bonuses/maluses are the following:
KILL – 100 points
ARRESTING/RESCUING – 200 points
ASSIST – Depending on damage dealt, from 1 to 85.
TASK PERFORMED – Be it planting a bomb, breaking in a car, capturing a point, anything. Score depends on difficulty of the task.
TASK ASSIST – Were you close to your teammate as he performed a task or did you shoot down an opponent that was trying to stop him? This bonus is for you. Bonus depending on task.
MEDAL – Any medal you will earn will add to your total score. Bonus depends on the medal.
HOLDING OBJECTIVES – You’ll get +1 each 2 seconds for each target you hold during Item/Checkpoint hold missions.
TEAMKILL – You will get these demerits if you teamkill during the mission, along with a reduction of your end-of-mission rewards. Score malus depends on how many teamkills.
SUICIDE – Stack up more than 2 suicides for an extra medal and a suicide demerit.

At the end of the mission, the game will provide a detailed breakdown your performance.

THREAT LEVEL
This is a simple way the game uses to keep track of a player’s skill. Each player has an icon next to their name which sums up their Rating and Threat Level: while the icon shape shows how far they’ve progressed, the icon color shows what the player’s current threat level is.
There are currently 4 threat levels, from the bottom to the top: Green, Bronze, Silver, Gold. Each new player starts from a Trainee level which hides their actual TL, and are put against opponents at random to check their actual threat level – after a few missions, the game will remove the Trainee tag and give them a proper level.
In order to calculate TL, the game takes note of your score at the end of the match, and compare it to other players – if you’re in the top 50% of the scoreboard your TL will go up, if you’re in the lower 50% your TL will go down. The actual amont you move on the Threat Level ladder depends on your score when compared to other players – the higher the difference, the more your Threat Level is influenced, i.e. a Bronze in the top 50% scoring more than a Gold will earn much more Threat Level than a Gold scoring more than a Bronze.

Pistols (pt.1) – Semiautomatics

Pistols are your secondary weapons. In APB:R, your secondary is supposed to cover the blind spot of your primary weapon, so it’s not just a “weapon-i’m-forced-to-use-if-i-run-out-of-ammo” – it’s something you have to learn how to use effectively if you don’t want to get caught with your pants down.

ROLE: GUNSLINGER
ITEMS UNLOCKED: preset secondary weapons, “Gunslinger” titles, Chrome skin for pistols

TOTAL KILLS TO LEVEL UP
LV1 – 12
LV2 – 50
LV3 – 150
LV4 – 500
LV5 – 1000
LV6 – 2000

OBEYA FBW
Unlocked by: starter item
Price: Free!
Magazine size: 15
Spare ammo: 60
Bullets per kill: 6
Damage dropoff start: 30m
This is your starter pistol, a great one at that. From newb to pro, that’s all you gonna need.

PRESETS:
“Sight Zero” – Reflex Sight 1, $9,000

VARIANTS:
FBW SD – $3600 JT700, Armas Marketplace
Silenced version of the FBW. Carries less ammo per magazine (14 as opposed to 15) and has a slightly reduced recoil. Has a really, really, really cool firing sound, but that’s pretty much it – it’s the same weapon.

Semiauto with a good rate of fire, minimum accuracy loss, great accuracy on the move and decent range while also dealing respectful hard damage for a secondary. It should be enough to cover your blind spots from your first mission to the endgame.

TIPS:
-Practice with the fire rate until you get a good feel of it. The FBW is good from 10 to 30m. In fact, once mastered, you can play matches with FBW alone.

COLBY .45 AP
Sold by: Joker Distribution, ARMAS Marketplace
Price: $4100 JT700
Magazine size: 7
Spare ammo: 56
Bullets per kill: 5
Damage dropoff start: 40m
A hard to use but rewarding semiautomatic pistol.

Base values are similar to the FBW, BUT it trades half of its magazine for the ability to kill as fast as a primary weapon. It has the same base accuracy values and fire rate as the FBW while sporting deeper zoom and very quick bloom recovery, resulting in a great secondary for mid-range dominance that beats both the FBW and the ACT in pure TTK – but it’s very, very unforgiving due to the small magazine, strong recoil and kill/magazine ratio, requiring a reload after each kill and resulting in your target surviving if you miss as much as twice.

TIPS:
-Play this like an FBW with an extra dose of caution towards your aim. This weapon rewards accuracy and good tracking as opposed to close range panicfire.
-Unlike the FBW, the .45 AP has only mediocre accuracy while sprinting, therefore it isn’t as effective when sprintfiring.
-The recoil is predictable and easily controllable, as it’s almost completely vertical. Just watch your fire rate at mid-range, as it’s pretty strong and it can easily throw your aim off.

JOKER RFP-9
Unlocked by: Britney Bloodrose (Criminal), Ty Durrant (Enforcer)
Price: $1,726
Magazine size: 21
Spare ammo: 105
Bullets per kill: 8 (3 bursts)
Damage dropoff start: 30m
Burst fire repeater.

PRESETS:
“Swift Silver” – Heavy Barrel 1, $8,700
“Comanche” – Extended Magazine 3, Armas Marketplace
“Fang – Improved Rifling 3, Armas Marketplace
“Talon” – Pistol Silencer, Armas Marketplace

Don’t get fooled by the big magazine size: the RFP is a burst-fire pistol. That means it will shoot 3 bullets in a row. High damage on each burst (399!), very tame recoil and bloom and great accuracy on the move make it into a good secondary to soften targets with in mid-range fighting. The fast switch time, paired with its damage potential, also make it a very strong sidearm to finish a tagged target with.

TIPS:
-Use cover: crouch, pop out, fire, crouch, repeat.
-The RFP has quick equip time, good moving (not sprinting) accuracy and high burst damage – as such, it can be useful to finish off targets softened by grenades or shotguns while still mantaining good mobility. Sprinting accuracy is okay-ish, but the slow fire rate makes it hard to actually be a threat outside of extreme close range, where you can run circles around your opponents bursting bullets in their face. Moral: don’t sprintfire out of the <5m range.
-A perfect shotgun hit followed by an RFP burst will kill a player at normal health in less than .6s. This is a great way to get pistol kills and far more reliable than the SNR method described later on this page as the RFP is far better than the snubnose.

Colby SNR850
Unlocked by: Veronika Lee (Criminal), Chung-Hee (Enforcer)
Price: $299
Magazine size: 6
Spare ammo: 60
Bullets per kill: 4
Damage dropoff start: 30m
Snubnose revolver. This used to be the old starter pistol, as such plenty of players have a permanent one. Don’t be upset if you don’t, though – I’m telling you why.

PRESETS
“Cherub” – Pink SNR given to players during Valentine events. Has a unique Tagger. Releasable for $5000 when completing the Valentine event.
Colby SNR PR1 – Cooling Jacket 3, Armas Marketplace

This gun is terrible, plain and simple. 4 shots to kill – on a 6 bullet magazine! -, long reload time, terrible accuracy, slow fire rate. It may pack quite a punch on paper, but trying to hit anything past 15m is hard. The only way to make it worth using is to quickswitch it from a heavy tag like a sniper or a shotgun.

TIPS:
-Do not use this weapon as a standalone – its true potential comes from quickswitching. SNR’s switch time is basically instant – meaning that following a good JG hit with an SNR shot will kill your opponent faster than everything in the game, clocking at around 0.3s. You probably won’t get a second shot off, so make that first bullet count.

Pistols (pt.1b) – Semiautomatics

OCSP “Kommandant”
Available on: Armas Marketplace
Magazine size: 15
Spare ammo: 60
Bullets per kill: 7
Damage dropoff start: 30m
Looks like a Luger and behaves like the offspring of an FBW and an ACT44.

PRESETS
OSCP “Kommandant” Clubs
OSCP “Kommandant” Spades
OSCP “Kommandant” Hearts
OSCP “Kommandant” Diamonds
OSCP “Kommandant” Joker
– Available as rare prizes from JMB12, each one with its own tagger

This pistol is basically an FBW variant with better accuracy and faster accuracy gain, at the cost of requiring an extra bullet per kill and losing accuracy quickly when firing at max rate. Given that the starter FBW is a free permanent item and has both more reliable accuracy and faster TTK, the OSCP is pretty much a novelty item.

TIPS:
-Like the ACT44, firing at max rate will prevent your crosshair from setting in completely, thus making the OCSP unreliable for spamming bullets except at close range. It’s a bit more reliable in mid-range when zooming in thanks to the better marksmanship mode zoom/accuracy, but it has the same range limit as the FBW, which makes its extra accuracy not that useful.
-The player can choose the card suit variant they wish upon receiving the weapon. The Joker variant, however, has to be won separately.

[/previewimg]FR0G
Sold by: Armas Marketplace
Magazine size: 10
Spare ammo: 60
Bullets per kill: 5
Damage dropoff start: 10
FBW variant with a SOCOM skin and faster kill potential.

VARIANTS
“Kokoe” – 3-Point Sling 3, Armas Marketplace
“Rocket” – Pistol Silencer, Armas Marketplace
“Thumbnail” – Pistol Silencer, Reflex Sight 2, Armas Marketplace

The FR0G is pretty much identical to the standard FBW, with a lemon twist – it deals slightly more damage, allowing for very quick 5 shot kills…. in the 10m range, past that range damage will start to slowly drop off, managing to still be competitive at mid-close but starting to deal pitiful damage past a certain mark. As a result, it’s a good alternative to the FBW and on par with the .45, but while those can deal respectable damage even past their optimal range and can be of good support at mid, the FR0G shows its limits much earlier and is definately meant for closer ranges.

TIPS:
-This guns deals exactly 200 life damage and has the same fire rate as the FBW and the .45. It also means that as soon as dropoff starts, it will require additional bullets to take down an opponent. Make sure to fire an extra bullet or two if you’re not sure you’re at the right distance. Better, fire an extra bullet at all times just to make sure.
-The small magazine makes the FR0G pretty unreliable when reaching mid-range, as an extra meter or two might require you to land a full clip to kill a player. Keep this in mind with the silenced versions, as they have an even smaller magazine.

Pistols (pt.2) – Machine Pistols

SAS PDW
Unlocked by: Byron Bloodrose (Criminal), Grissom (Enforcer)
Price: $3,750
Magazine size: 30
Spare ammo: 150
Bullets per kill: 13
Damage dropoff start: 30m
Terribly generic machine pistol with nothing special about it. Gets the job done.

PRESETS:
“Falcon” – Improved Rifling 1, $9,450

This is a very controllable secondary auto pistol which can be useful as backup when using long-range rifles. It requires quite a good amount of bullets to kill, so don’t try to fight the enemy in the open unless you’re confident in your aim or your opponent is tagged – always keep some cover ready for the inevitable reload.

TIPS:
-Quick switching + full auto = best weapon to rely on if you suddenly run out of ammo in a close-range situation and do not have time to reload. Some people use this gun as their secondary when running around with SMGs, not caring about long range at all.

N-FA9
Unlocked by: Shift (Criminal), Stu Phoenix (Enforcer)
Price: $3,450
Magazine size: 24
Spare ammo: 144
Bullets per kill: 15
Damage dropoff start: 30m
Another machine pistol! This one resembles an UZI of some sort. It empties its magazine in an instant and has a quick reload time.

PRESETS:
“Barrakuda” – Extended Magazine 1, $9150
“Quickdraw” – 3-point sling 3, Armas Marketplace

This pistol is ANGRY, and you can FEEL it the instant you hold down M1 – it will spray bullets all over the place and your aim will be blown off by the insane recoil. Still, it’s worth using if you can keep the crosshair on your opponent – it has one of the shortest TTK of all weapons, falling only behind the SHAW and the NFAS. Not bad for a secondary.

TIPS:
-This gun makes a great finisher in extreme close range situations. It’s hard to kill people by using it as a standalone, but it will tear apart tagged people like nothing.
-The 30m dropoff is a trap – this weapon is meant to be used in the <5m range due to the wide spread and wild recoil. You can pull off an occasional kill past that range, but it’s very unlikely. Just engage the opponent at melee range and hope for the best.
-The high ROF kind of compensates for the high recoil, as the horizontal recoil will literally fight itself, therefore you shouldn’t really worry about trying to keep your aim straight.

OCA Nano
Sold by: Armas Marketplace
Magazine size: 18
Spare ammo: 126
Bullets per kill: 8
Damage dropoff start: 30m
Automatic pistol with great accuracy offset by low stopping power, strong recoil and limited range.

PRESETS
‘Connoisseur’ – SMG silencer, found as a rare prize in Joker Myster Box 3
‘Connoisseur’ – Mobility Sling, earned by completing daily activities for top organization bosses
‘Assassin’ – Magazine Pull 3, earned by completing daily activities for top organization bosses
‘Glow’ – Extended Magazine 3, earned by completing daily activities for top organization bosses
‘Chrome’ – Mobility Sling, earned by completing daily activites for specialist contacts
‘Gold’ – Tagger, earned by completing daily activites for specialist contacts

Surprisingly, the Nano is nothing special, the only advantages over its direct competitor (the FBW) being the incredible ammo count (7 magazines, as opposed to the 3-4 of other secondaries – almost as much as a primary!), full-auto capacity, and dead-on accuracy up to 40m – in game, the FBW is better, as it can sprintfire and has much tamer recoil – the Nano, if fired without any correction, will quickly mess up your aim.
The surprise comes from stamina damage, which is almost on par with soft damage, meaning that most opponents will get stunned before dying if they took any stamina damage and that the “wounded” effect on their screen will be much more severe, effectively causing much more confusion as opposed to a normal weapon.

TIPS:
-Nano is great for Enforcers that want to level up their Cop role, as it can easily stun people that fall off ledges without killing them while still being able to kill targets in case things go for the worst.
-Players can earn a permanent Nano by completing some rare activities given by end progression contacts, each one with a different skin and a different mod. Each activity is given at random, is a rare occurrance, and has some pretty harsh requirements (15 kill streak, 5 missions won in a row, MVP for 3 missions in a row, 25 kills with snubnose or kill 3 opponents with a Flare Gun).
-The ‘Connoisseur’ preset earned from Joker Boxes has a much tamer recoil pattern due to the silencer, effectively making it easier to handle than the contact ones.

Pistols (pt.3) – Magnums

ACT44
Unlocked by: Seung Bloodrose (Criminal), Miguel Estebano (Enforcer)
Price: $3,376
Magazine size: 8
Spare ammo: 32
Bullets per kill: 4
Damage dropoff start: 70m
A .44 magnum with long distance and pretty solid accuracy. Made for mid-range fighting.

PRESETS:
“Executioner 4Four” – Hunting Sight 1, $9,376.
“Pillager” – Cooling Jacket 3, Armas Marketplace

VARIANTS:
ACT GM PR1 – Hunting Sight 3, Armas Marketplace
Golden ACT with a scope and a different muzzle.
ACT GM JT1 – Hunting Sight 3, $4,750 JT500 (seven days lease) – Joker Distribution
ACT44 “Last Stand” – Mobility Sling, APB:R Retail Pack Reward
ACT with an exclusive black and white model given to those who purchase the Retail Pack. Looks really cool, and the mod is actually useful. Also available as a 7 days lease from Joker Distribution at a $3,500 JT500 price.

The ACT is a great mid-range secondary. While not keeping up with rifles, the relatively high fire rate and low recoil makes it easier to handle than the RSA, and it can be used in close-range as a last-resort type of weapon if needed. The long dropoff range means you can actually spam it from afar and still be of decent support to long-range teammates.
Then again, the slow accuracy gain and fast fire rate actually counter each other – firing this weapon at max ROF makes it very unreliable outside of close-mid range. Trigger control is essential.

TIPS:
-Let the crosshair settle in before firing again! Otherwise, you WILL have trouble hitting opponents that are past a certain mark.
-The relatively short equip time and high damage per bullet make the ACT a viable option to finish off a wounded target if you’re suddenly out of ammo and have no time to reload.

Colby RSA
Unlocked by: Harmon Benjamin (Criminal), Darryl Kent (Enforcer)
Price: $4,126
Magazine size: 6
Spare ammo: 24
Bullets per kill: 3
Damage dropoff start: 70m
.44 magnum revolver with incredible accuracy, long equip time and small magazine.

PRESETS:
“TITAN” – Hunting Sight 1, $10,050

VARIANTS
“Hunter” – High Magnification Scope, Armas Marketplace
An RSA with High Magnification Scope and a custom zebra skin. Cannot be skinned.
Colby Commander – Piercing, Available as a rare prize from Joker Mystery Box 7
JMB version of the RSA with an exclusive model/sound and an unique mod.

The RSA is less forgiving than the ACT due to the lower fire rate and high recoil, but compensates with great accuracy at range and okayish accuracy up close. It’s a great alternative to the ACT as it’s far more reliable when it comes to landing long-distance shots, but it isn’t quite as all-around as the slow fire rate makes it hard to counter mid-range targets.

TIPS:
-Using this with a sniper will make people rage thanks to quickswitching, more info in the N-HVR section.
-This pistol can actually be very competitive against mid-long range rifles thanks to high accuracy and damage, provided you have sufficient cover and a steady hand. It also got pretty good hipfire accuracy, but don’t rely on it when in close range as it has terribly long TTK even when landing all bullets..
-Equip time on the RSA is a full second. Time your switches accordingly so that you already have your pistol out when you need it. Do not try to switch to finish off an opponent unless you’re already behind cover.

Pistols (pt.4) – Look at the fireworks

FLARE GUN
Purchased from: Wilde (Joker Distribution)
Unlocked by: Gumball (Criminal), Aletta Cadagan (Enforcer)
Price: $5000, JT500 (Joker Distribution)
$17500 (contacts)
Magazine size: 1
Spare ammo: 3
Bullets per kill: 3
Damage dropoff start: None
Splash damage radius: 7.5m
Max damage radius: 2m
Fuse timer: 1.5s
Tagger radius: 60m
A flare gun that tags your opponents, making them visible on your team’s HUD.

VARIANTS
Firework Launcher – Available as a rare prize from Joker Box 5
Green skinned flaregun that shoots fireworks instead of normal flares. The flare is shot in a straight line and has a different explosion effect.

This weapon, while being terribly limited in lethality (and less-than-lethality!), can be a great support weapon to attacking teams, as the tagger will reveal enemy positions for a short duration of time. Giving it to one of your riflemen/pointmen can really turn a mission around.

TIPS
-Any opponent up to 60m from the explosion will get tagged for 6 seconds, showing up on your HUD with an exclusive tagger:
Note that they have to be in direct sight from the blast to be tagged – hiding behind any kind of cover item at detonation will nullify the effect.
-Flares will travel in an arc once fired and will bounce off everything until they explode. Their bounce power has to be seen to be believed, and it’s easy to shoot yourself in the face if not careful – then again, while dealing good life damage, they have a steep dropoff so it’s hard to really hurt yourself unless it goes off right next to you.
-If you find yourself in a dire situation and have enough time to switch to the Flare Gun, it might be a good idea to fire a flare in the middle of the enemy group to tag them – even if you die, your team will appreciate the gesture as your opponents will show up on their HUD.
-Equipping the Flare Gun will remove your secondary, so it’s not a good idea idea to equip it if you’re playing a specialized role (ex. sniper, marksman, explosives, extreme close quarters). Users with all-around mid-range weapons (N-TEC, ATAC, SHAW, STAR, Joker Carbine, OSCAR) will benefit this weapon the most.
-When you get tagged, you will be able to see the tagger over your head, but it might be just out of your view even when your zoom is at the furthest distance. Just take a quick peek over your head by aiming upwards for a second when you hear a Flaregun explosion if you suspect you’ve been tagged.
-The flare releases a very thick smoke trail while traveling which stays visible for several seonds, therefore be wary when using it as opponents can get an idea of where you are and come looking for you.
-Flares deal substantial damage (400 life damage, just like a Percussion nade), so they can be used to damage opponents beside tagging them if you’re at the right distance. As the FG crosshair shows distance and the flares explode after a 30m flight (1.5s), it can be quite easy to do so. Normal Flaregun users will have to take the arc into consideration, while Firework Launcher users can just aim right at their opponent and fire away. All in all, it can be used as a poor man’s grenade launcher in the right situation.

Assault Rifles (pt.1) – When you wish upon a STAR 556

Assault rifles are the bread’n’butter of APB:R. You begin the game with an Assault Rifle, and most likely are going to keep one ready at all times once you reach max rating. Trusty little toys you can rely on at most times, given their all-around stats and mid-range supremacy.
Their specialty is great accuracy in Marksmanship mode and good mobility when looking down sights.

ROLE: RIFLEMAN
ITEMS UNLOCKED: slotted N-TEC, slotted STAR, slotted Stock N-TEC, Hunting Sight modification, Magazine Pull modification, “Rifleman” titles, Chrome skin for Assault rifles

TOTAL KILLS TO LEVEL UP:
Lv1 – 12
Lv2 – 30
Lv3 – 50
Lv4 – 100
Lv5 – 200
Lv6 – 400
Lv7 – 650
Lv8 – 825
Lv9 – 1150
Lv10 – 1500
Lv11 – 2000
Lv12 – 2500
Lv13 – 3000
Lv14 – 5000
Lv15 – 10000
Lv16 – 20000

STAR 556
Unlocked by: starter item
Price: Stock – Free!
1 Slot- $11,250
2 Slot- $17,250
3 Slot- $21,750
Magazine size: 32
Spare ammo: 128
Bullets per kill: 6
Damage dropoff start: 50m
This is your starter weapon. It’s a newb-friendly rifle, with low maximum bloom, big magazine size and decent fire rate, allowing, full auto at mid-range without sacrificing too much accuracy, close range hipfiring and decent single-shot capabilities at longer ranges. A great starter, but you’ll probably end up replacing it with another weapon along the way as its limits tend to quickly show up.

PRESETS:
“Army Ant” – Extended Magazine 1 , $6,750
“Mantis” – Extended Magazine 2, Hunting Sights 1, $11,250
“Spider” – Extended Magazine 3, Hunting Sights 2, 3-Point sling 1, $17,250
“Scorpion” – Extended Magazine 3, Hunting Sights 3, 3-point sling 2, $21,750

VARIANTS:
STAR “LCR” – completely different version of the STAR available from the cash-shop, built for longer-range fights. More info in its own section.
“Love Gun” – Pink STAR given to players during Valentine events. Has a unique Tagger. Releasable for $5000 when completing the Valentine event. A version with 2 extra open slots is leasable from the Armas Marketplace during the Valentine event.

MODDING GUIDE

ORANGE MODS
Hunting Sight – You’ll be looking down the STAR’s sights pretty often, so this mod is a keeper. It cripples its (good) moving accuracy though, so keep a close-range secondary ready at all times if you plan to use this.
Reflex Sight – The STAR doesn’t really get a benefit from Reflex Sight, while it does get a penalty due to the lower zoom and reduced Marksmanship accuracy. Not really recommended.

PURPLE MODS
Mobility Sling – STAR moves pretty fast when looking down sights, and this mod enhances this ability.
3-Point Sling – Not a reason to use it, Not a reason not to use it. A good mod to equip if you don’t want a red mod or lack Mobility Sling.
Tagger – This one is useful on all weapons, STAR makes no exception. There are better choices though, so don’t sweat it.

BLUE MODS
Bandolier – STAR packs 32 ammo per magazine and has 128 spare – it’s plenty of ammo even if you don’t know what you’re doing. You’ll rarely need to resupply during the action.
Magazine Pull – Level 3 brings magazine size from 32 to 24. Given the STAR’s fire rate, that’s still a lot of ammo, and you get a 1.7s reload time which might come in handy.
Extended Magazine – EM3 gives you 41 bullets, but raises the reload time to 4.5s. If you really feel the need to have extra bullets in your magazine, it might be a good choice, just try not to reload during combat.

RED MODS
Cooling Jacket – While the STAR doesn’t have much of a bloom and is best used in close-mid range, Cooling Jacket lowers the TTK by a maximum of 0.05s at level 3 while sharply increasing bloom rate, meaning you’ll reach max bloom in only 2-3 bullets. Then again, between this and Improved Rifling, there aren’t good alternatives. Use at own risk.
Improved Rifling – STAR’s max effective range is 50m, at which point it slowly decreases until it reaches 70m, where it deals minimum damage. Improved Rifling makes it good for tapfiring at longer ranges, but fullauto accuracy in mid-close will suffer as the increased bloom is quite noticeable. Given that the gun gives its best in fullauto, this isn’t an ideal mod.
Heavy Barrel – Each level of Heavy Barrel will increase the number of bullets required to kill a target, and the max bloom size is not big enough to justify using it. Not recommended.
Muzzle Break – STAR doesn’t have enough recoil to justify the use of MB, so leave it be.

While being a good all-around focused on mid-close range combat, the STAR tends to lose its usefulness once other more specialized weapons are unlocked. This weapon has very limited modding potential, as the mods will either have noticeable side-effects or don’t really make a difference, resulting in a weapon which is best in stock form. A good setup for mid-range fighting includes Hunting Sight, Mobility Sling and a red/blue mod of choice.

TIPS
-The STAR has low maximum bloom, good fire rate, and enough bloom recovery to tapfire single shots at longer ranges. Spray away in close quarters and tap for anything that is past 40m. Good luck!
-STAR’s running accuracy is surprisingly good for an assault rifle, and the magazine is big enough to outlast pretty much every Pointman weapon. You can fight against most close range weapons and still come out as a winner – just spray + dance until they run out of ammo, then zoom in and finish them off while they’re in the reload animation.
-STAR presets are modded pretty good for mid range fighting. You can just pick up one of those instead of a 3-slotter if you want to give a modded STAR a try without spending money on mods, since STAR tends to become pretty unreliable at higher levels. Stock STAR best STAR.

Assault Rifles (pt.2) – N-TEC: Your favourite russian rifle

N-TEC 5
Unlocked by: Veronika Lee (Criminal), Chung-Hee (Enforcer)
Price: Stock – $3,264
1-Slot – $12,038
2-Slot – $18,526
3-Slot – $22,650
Magazine size: 32
Spare ammo: 128
Bullets per kill: 6
Damage dropoff start: 50m
STAR’s main competitor, if modded right it becomes a direct upgrade. Great versatility, good mobility, good effective range and easy to use once you get the basics – AND its gameplay totally changes when you reach Rating 195 (more info below).
Plus, it’s an AK74, you can’t go wrong with that.

PRESETS:
“Kasatka” – Bandolier 1, $7,876
“Kasatka V2” – Bandolier 2, Mobility Sling, $12,038
“Kasatka V3” – Bandolier 3, Mobility Sling, Hunting Sight 1, $18,526
“Kasatka V4” – Bandolier 3, Mobility Sling, Hunting Sight 2, $22,650
Joker CR-5 PR1 – Hunting Sight 3, Armas Marketplace (uses the CR-5 model)
Joker CR-5 PR2 – Hunting Sight 3, Improved Rifling 3, Armas Marketplace (uses the CR-5 model)

VARIANTS:
Stock N-TEC
It’s the same as a normal N-TEC, but it has a solid stock instead of the folding one. You can buy it from contacts at the same price, but remember: it gets unlocked at a Rifleman level later than the normal one, which means that if you want to get the Dvah (3-slot) you have to get to Rifleman 16!
‘Cops-Bane’/’Crim-Slayer’
Modded N-TEC Dvah unlocked by Tiptoe (Criminal) and Devil Dog (Enforcer). They’re basically Solid Stock Dvahs with different skins. You’ll get a free 10-day lease and they’re still 3-slotters, so they’re a good and (relatively) quick way to get the best available N-TEC without having to max Rifleman.
Joker CR5
ARMAS variant of the N-TEC Dvah, it looks like an M4-M16 hybrid and has a different sound – for the rest, it’s the exact same weapon, down to every single stat. If you want to spend money to buy an N-TEC but don’t like how it sounds/look you could go with this.
Scoped N-TEC
ARMAS variant of the N-TEC. More details in its own section.
N-TEC 7 ‘Ursus’ – 3 Post-Dot Sight, Open Slot
Requires 1 less bullet but has slower fire rate. Same accuracy stats, slightly stronger bloom and recoil, 25 ammo magazine. Preset mod acts like Hunting Sight 3 and provides a dot sight. Looks like an AK-12. Available as a rare prize from Joker Mystery Box 11.
Agrotech VAS-R2
Reskinned to look like an L85. Comes in plain 3-slot (“Sword”) or with an Integrated Rifle Silencer (“Crown”)

MODDING GUIDE

ORANGE MODS
Hunting Sight – This. Reflex Sight cripples the weapon’s range, High-Mag Scope makes it crazy hard to follow targets. Just trust me on this one: if you want any sights on this weapon, it must be Hunting Sight. Due to its limited range it doesn’t need to be as accurate as possible though, so if you want to put a blue mod instead of Hunting Sight it’s your choice.

PURPLE MODS
Mobility Sling – Once you get at R195, buy one of these from the marketplace, and never remove it from your N-TEC. Equipping this turns the gameplay around, changing the N-TEC from a turret-style weapon to a fully-fledged mobile assault rifle.
3-Point sling – A good alternative until you get Mobility Sling.
Tagger – Not very useful, as there are better choices.

BLUE MODS
Bandolier – Extra ammo is good, but you don’t really need this unless you survive for extended periods of time. Put it in if you have an extra slot, otherwise leave it be.
Magazine Pull – the NTEC works just like the STAR – as in, 32 bullets give you plenty of kills, so Magazine Pull works dandy on it. This is a great mod to have on an open slot.
Extended Magazine – EM3 gives you 41 bullets for an okayish reload time of 3.8s. Choosing this over Magazine pull is personal preference.

RED MODS
Cooling Jacket – If you can control your finger just right, Cooling Jacket makes tapfire a dream, as the N-TEC’s accuracy gain is almost instant – the crosshair will close almost immediately as soon as you let go of the trigger, therefore hitting the correct RoF with CJ means you’ll fire at almost full auto rate without losing accuracy. Forget about holding down M1 though, as the increased bloom rate will send your bullets flying crazy even after a short burst.
Improved Rifling – Just like Cooling Jacket, this mod is used for tapfiring, but it allows efficient bursting at longer ranges and doesn’t cripple its fullauto abilty in close range. You won’t get a RoF bonus, but you’ll be able to fight back if you get outranged, which happens more often than you can imagine.
Heavy Barrel – This mod turns the N-TEC into a direct upgrade from the STAR – Heavy Barrel 2 will not increase the number of bullets needed to kill a target while heavily reducing the weapon bloom (Heavy Barrel 3 will, so don’t use it). Given how the N-TEC works, it will basically allow you to hold fullauto for sustained periods of time while mantaining a good close-mid range accuracy, and make burstfire a breeze. This will sharply increase the number of bullets required to kill targets past 50m, but if you need a reliable mid-close range weapon, this is your mod.

The N-TEC has wild recoil, strong accuracy loss and terrible moving accuracy – but the great Marksmanship accuracy and the crazy fast accuracy gain will make up for it, creating a versatile rifle that always has a place in a team. Once you reach R195 you can also equip Mobility Sling, which completely negates the low mobility in Marksmanship mode and increases your survivability during DPS races. It’s a great gun to be used at any level.
Good mod setups include Hunting sight, Mobility Sling, and a red/blue mod based on your preference (Heavy Barrel is beast in closest ranges, Improved Rifling helps at longer, Cooling Jacket is great if you can control it), but if you’re feeling adventurous or don’t need the extra accuracy you can replace Hunting Sight with any other mod.


TIPS

-Crouch for maximum accuracy during Marksmanship. If you have Mobility Sling, you can instead WASDance while zooming in – you might need one or two extra bullets to take down an opponent due to the slightly larger crosshair, but you’ll be effectively harder to hit.
-Close-range spraying is to be avoided, as this weapon has terrible moving accuracy, worsened only by Hunting Sights. Keep a close-range secondary like a SAS-PDW with you at all times.
-Fullauto for close, Burst for mid, tap for long. Do not engage enemy at longer ranges, as this weapon sharply starts losing damage past the 50m mark.
-Preset N-TECS a good alternative to slotted versions – while they leave red mods behind in favor of Bandolier (which can come in handy), they have Mobility Sling – which makes a great difference, as it allows you to use a modification that is reserved for R195+ players much earlier than normal. By following the correct contact line, you can get an N-TEC with Mobility Sling for as low as R39!
-The Joker CR-5 Armas presets mirror the stats of the N-TEC instead of the Scoped N-TEC, despite their name.
-The N-TEC 7 is literally the same weapon as the N-TEC 5, requiring one less bullet per kill but with more recoil and bloom and a slower fire rate to offset that. Base accuracy and accuracy gain stats are the same, so they’re pretty much identical when it comes to actual gameplay.

Assault Rifles (pt.3) – ATAC di merda

ATAC 424
Sold by: Wilde (Joker Distribution)
Price: Stock – $3600, JT700 (1 week)
1 slot- $15,000, JT1000 (1 week)
3 slot- Armas Marketplace
Magazine size: 30
Spare ammo: 210
Bullets per kill: 9
Damage dropoff start: 50m
This rarely seen close-range assault rifle is what the STAR should be. Solid, great Marksmanship walking speed, amazing sound and rock-hard precision thanks to the great accuracy gain. A decent hipfire accuracy makes it a good alternative to Pointman weaponry when it comes to close range.

PRESETS:
“Bodyguard” – Mobility Sling, Magazine Pull 3, Armas Marketplace
“Mercenary” – Cooling Jacket 3, Extended Magazine 3, Armas Marketplace
“Watchman” – Hunting Sight 3, Cooling Jacket 3, Integrated Rifle Silencer, Armas Marketplace
“Patroller” – Hunting Sight 3, Improved Rifling 3, Mobility Sling, Armas Marketplace
NOTE: Each preset comes with its own model. The Patroller uses the standard ATAC 424 model.

MODDING GUIDE:

ORANGE MODS
Hunting Sight: Helps the gun at hitting consistently at the edge of its range but ruins moving accuracy.
Reflex Sight: While the gun’s hipfire accuracy is pretty decent, Reflex Sight doesn’t have much of a visible effect. It’s helpful for tracking targets at close range while in Marksmanship, but you might as well not equip a sight for that, as the weapon doesn’t have a deep zoom level in the first place – reaching the same level of the Obeya FBW when equipped with Hunting Sight.

PURPLE MODS
Mobility Sling: Just like the N-TEC, this is a game changer. It allows the ATAC user to effectively suppress their enemy while quickly moving from cover to cover, bringing the Marksmanship move speed almost on par with run speed, and turns a defensive weapon into a great offensive gun. If you plan to lease the 1-slot version, this is the mod to have.
3-Point sling: Completely useless when compared to Mobility Sling. Even when having access to a slotted ATAC on a low-rank character there are far better choices.
Tagger: As usual, there are better choices.

BLUE MODS
Bandolier: While this used to be crucial as the ATAC had limited ammo, a recent buff put it in line with other close range weaponry. Bandolier is still very useful, but not a must-equip mod anymore.
Magazine Pull: Don’t use this, unless you have great aim! At which point it becomes incredibly useful, with the reduced reload time and whatnot. Just try not to get stuck in the reload animation while facing an angry opponent and you’re good to go. Lower levels still sharply shorten your reload time while not destroying your magazine size.
Extended Magazine: Level 3 gives you 39 bullets, which is enough if you want to spray multiple opponents at extreme close range, for an okayish reload time.

RED MODS

Cooling Jacket: Oh boy. Any level of CJ cripples the weapon to no end – the accuracy gain won’t keep up with the fire rate, effectively doubling your crosshair size when shooting while aiming down sights. The fact that it’s included in two of the cash-shop only presets is a huge oversight on the dev’s part.
Improved Rifling: Very useless as hitting targets past 50m with a crosshair that big is basically gambling. Leave mid-long range fights to the N-TEC.
Heavy Barrel: The only Heavy Barrel that won’t raise the TTK is Heavy Barrel 1, and for practically inexistant accuracy gain. Not recommended.

ATAC is a very docile rifle with great close-quarters potential. Its biggest flaws are its limited range and the fact that the free-to-play version involves Joker Tickets to purchase.
All you need for it to reach full potential is Mobility Sling. The other mods are optional and each influences the gun in a different way, making one of the most versatile rifles the game has to offer. Experiment and find out what works best for you.


TIPS

-ATAC’s hipfire accuracy is similar to the STAR’s, making hipfire pretty valid in the 0-15m range due to the high rate of fire. Past that range, you’re better off zooming in.
-Stay away from the preset ATACs if you can. If you really want one, get the Bodyguard or the Patroller, as they’re the only valid ones as they lack Cooling Jacket 3. Better, keep your money for the NCFP3.

Assault rifles (pt.4) – Overlooked weaponry

STAR 556 ‘LCR’
Sold by: Armas Marketplace, Joker Distribution
Price: $12,750 JT700 (7 days lease)
Magazine size: 24
Spare ammo: 120
Bullets per kill: 5
Damage dropoff start: 75m
This gun is a STAR 556 with a different model, a brutally increased maximum range and a dramatically reduced fire rate (similar to tap-fire with normal STAR). A great mid-long range weapon, but a terrible gun up close.

PRESETS:
STAR 556 ‘LCR’ JT1 – Improved Rifling 3
STAR 556 ‘LCR’ PR1 – Improved Rifling 3
STAR 556 ‘LCR’ PR2 – Improved Rifling 3, Hunting Sight 3

MODDING GUIDE
All the purchasable versions of this weapons are presets.

This gun is incredibly good if used right – decent fire rate, incredibly long range (dropoff starts at 82m and it still deals respectable damage at 90m, making it an effective anti-sniper), great Marksmanship mobility. This gun is incredibly bad if used wrong, as the long TTK means that any competent rifle user will blow you away if you step in too close.
While not being pinpoint, it still has good accuracy and zero bloom, and differently from snipers and semiautos it’s very forgiving thanks to the fire rate, full-auto function, and huge magazine size. Get at the right distance, aim at your opponent, and hold M1 until they die.

TIPS
-WASDance while shooting. Mobility is your only actual advantage against your opponent so make it count.
-Get as the right distance from your opponent. This gun is great in the 60-85m range, as CR762 will have trouble keeping a consistent fire rate and OBIRs have a higher TTK. Snipers will be a threat – using your mobility at your advantage to make them miss that second bullet will save you more often than not. Try not to get too far from your opponent – the LCR isn’t best when it comes to accuracy.
-Bring a good mid-range secondary with you. The LCR is really in trouble in the <50m range, and even past that it will have trouble dealing with other rifles as a competent N-TEC user will tapfire you into oblivion before you can land your 4th bullet. Close-range secondaries are not recommended, as your dead zone will be the 0-40m range. The FBW and the .45AP work wonders here.

Assault Rifles (pt. 5) – ACES High

Agrotech ACES Rifle
Sold by: Armas Marketplace
Magazine size: 35
Spare ammo: 350
Bullets per kill: 14
Damage dropoff start: 40m
Variant of Agrotech’s very first SMG, with less of an incredibly short TTK and more tolerable bloom.

VARIANTS
Agrotech ACES
Version of the ACES with a shorter barrel. More info in the Pointman section.

MODDING GUIDE

ORANGE MODS
Hunting Sight – The deeper zoom might look helpful at range, but you don’t really want this, as it’ll ruin the weapon’s great moving accuracy.
Reflex Sight – Would allow for easier tracking at close range if zooming in – but then again, hipfiring base accuracy is good to the point that zooming in at close range is not needed, making this mod useless at best.

PURPLE MODS
Mobility Sling – You’ll be looking down sights pretty often as the weapon is designed to do so. A nice thing to have, but your walking speed is almost on par with jogging speed so not that useful.
3-Point Sling – Not that useful as the equip time is already quick enough.
Tagger – The ACES is not that much of a good tag, dealing really low damage per single hit – meaning that, just like with shotguns, a teammate might run into an opponent thinking they’re heavily tagged while they’re almost at full health.

BLUE MODS
Bandolier – 10 extra magazines are enough, even if the weapon chews through them at incredible speed.
Magazine Pull – At higher levels, brings reload time on par with a submachine gun but makes the weapon very unforgiving, also taking away the chance to kill multiple targets with a single magazine. Avoid this unless you want to punish yourself.
Extended Magazine – The reload time is already longer than other SMGs, but having more ammo to work with makes it a lot more forgiving in close range and allows engaging at slightly longer ranges easier. The reload time is long, but only slightly longer than other assault rifles, making it a very valid choice.


RED MODS

The ACES series comes pre-modded with a red mod, therefore you cannot equip one.

Just like the ACES SMG is designed for extreme close range, the Rifle version is designed for close-mid range encounters, while still being extremely valid in extreme close range thanks to the great accuracy – in fact, it pretty much beats SMGs under most aspects, starting from the better range and deeper zoom and ending with better accuracy all over the board. Its only downside is the unforgiving magazine size and long reload, but they are no obstacle to any competent player.
When you compare to other assault rifles, though, its limits start to show, expecially when it comes to range, bloom, and fighting multiple opponents. All in all, it’s a sub-machine gun that wants to be an AR.

TIPS
-The long barrel is NOT a silencer.
-The slow bloom allows you to hold down your fire button for sustained periods of time without any repercussion, expecially in close range. At 30m you can fire half of your magazine in a single burst before having to let go of the trigger, as most bullets will hit their mark at that distance.
-A good secondary for this weapon is the ACT44, as it has decent range while still being valid in mid-close range should you run out of ammo. The Colby .45 AP comes in second, but at that point your effective range will be 40m to both weapons, effectively limiting your versatility. RSA is useful at longer ranges, but is close to useless to finish off close range opponents in emergency situations.
-This gun works great in 1vs1 situations, but when you’re facing multiple opponents it’s hard to pull off more than one kill in a single magazine when you take into consideration fire rate, magazine size and reload time. This can cause serious problems in flanking situations when you find more than one opponent as you’ll be forced to decide which target to go after and ignore the other, whereas with a STAR or an NTEC you could kill them both in quick succession.

Assault Rifles (pt.6) – A toothless snake

COBR-A
Sold by: Wilde (Joker Distribution), Armas Marketplace
Price (7-Day lease): Stock – JT700 $3,600
3-Slot – JT1000 $4,500
Magazine size: 20
Spare ammo: 100
Bullets per kill: 6
Damage dropoff start: 50m
A versatile rifle with incredible mobility and great stopping power offset by a slow TTK.

VARIANTS:
COBR-A ‘Venom’
Model purchasable from Joker Distribution. Has a vertical foregrip and no sights. Comes in Stock and 3-slot flavours.
COBR-A ‘Adder’
Model purchasable from Armas Marketplace. Has a diagonal foregrip and a decorative scope.

MODDING GUIDE

ORANGE MODS
Hunting Sight – Makes the gun better at range, and doesn’t hurt moving accuracy much (HS3 brings it to Joker Carbine levels). You will be having trouble in close range though, as the bigger starting size of your crosshair will result in the need to burstfire more often, making the TTK even slower. Lower levels like HS1 or HS2 work fine without destroying the weapon, but you’ll need to be careful.
Reflex Sight – The COBR-A has incredible moving accuracy for an assault rifle, but Reflex Sight doesn’t make much of a difference neither in hipfire nor, funnily enough, while aiming down sights. You can equip it if you want to play with a close range setup but the gun doesn’t really need it.

PURPLE MODS
Mobility Sling – The COBR-A’s MMM walking speed is slower than other assault rifles and on par with Marksmanship rifles – Mobility Sling lets you move as fast as a stock assault rifle while not hurting the weapon much, as you won’t be switching to your secondary and back that often.
3-Point sling – Not that useful, doesn’t have any drawbacks either.
Tagger – There are better ways to use a slot than this.

BLUE MODS
Bandolier – The slow fire rate makes sure you don’t eat all of your ammo away so Bandolier isn’t very useful.
Magazine Pull – All Magazine Pull levels taks one kill away from your magazine but give you a much faster reload. Given that the magazine is already pretty small and that you may end up wasting a lot of ammo during burstfiring, this is not an ideal mod.
Extended Magazine – EM3 is the best choice here, putting you at 26 bullets with a pretty decent reload time and another second of fullauto.

RED MODS
Cooling Jacket – Makes the weapon fire slightly faster without affecting the bloom, making the gun a bit more competitive. Also allows for faster tapfiring at range.
Improved Rifling – The COBR-A is pretty accurate, deals quite a punch, is pretty good at tapfiring, and the TTK, despite being long, puts it on par at least with Marksman rifles. IR3 works pretty good and gives you 7 extra meters, but you really have to watch your trigger.
Heavy Barrel – Heavy Barrel 2 makes the gun a bit of a laserbeam without adding extra bullets per kill, thus allowing for longer bursts at mid range and giving you a longer range for fullauto.
Muzzle Brake – The COBR-A has minimal recoil on both fronts, so MB is kind a waste of a slot.

The COBR-A is a weird mix of an assault rifle and a pointman weapon – it has incredible moving accuracy, hits hard, and is accurate even at longer ranges. This is offset by the long TTK, coming over a full second in fullauto – which is longer than pretty much everything it will face in its range. As such, the COBR-A is way harder to handle than its colleagues and feels weak. It can be fun to play due to its general versatility and mid-range potential, but it’s not competitive at higher skill levels as somebody with good aim will take you down before you fire your fifth shot. If anything, it’s a good alternative to the STAR.
A good setup to play at all ranges is Extended Magazine 3, Heavy Barrel 2 and Mobility Sling, but the weapon is versatile enough to be customized at your liking without any kind of drawbacks.


TIPS

-Despite the long TTK, this weapon is a great all-around and is good for support, as it has good accuracy both in hipfiring and while aiming down sights, deals a lot of damage, and has good range. Expect to see a lot of assists.
-Try to use cover whenever possible to let the crosshair set in, even in close range battles. It can take up to 2 seconds for your crosshair to set in from max bloom, so those pauses are kind of essential if you want to be effective.
-Use fullauto only in the 0-25m range, burstfire in the 25-40m range, tapfire from 40m onwards.

Assault Rifles (pt.7) – Enjoy your low-cost assault rifle

SCOPED N-TEC
Sold by: Armas Marketplace, Retail pack, Wilde (Joker Distribution)
Price: Stock – $3,600 JT 700 (7 day lease)
1 Slot (Hunting Sight 3) $ 4,500 JT 1000 (7 days lease)
Magazine size: 32
Spare ammo: 128
Bullets per kill: 6
Damage dropoff start: 50m
A variant of the N-TEC with a scoped model and reduced recoil.

PRESETS:
Scoped N-TEC PR1 – Hunting Sight 3
Scoped N-TEC PR2 – Hunting Sight 3, Improved Rifling 3

VARIANTS:
Scoped N-TEC RT1 – Extended Magazine 3
One of the 4 permanent, account bound weapons you can choose from when purchasing the APB: Reloaded Retail Pack. Also available on Armas
Scoped N-TEC 5/ Scoped N-TEC 5 JT1
Purchasable from Wilde for Joker Tickets. JT1 has Hunting Sight 3.
Scoped N-TEC 5 ‘Spec Ops’ – Hunting Sight 3, Improved Rifling 3, 3-Point Sling 2
Available for a limited time as a Fight Club rewards, now unobtainable
Agrotech VAS-20 “Scepter
ARMAS variant. This one comes with 3 open slots!

MODDING GUIDE
Any tip for the N-TEC 5 works fine with the Scoped N-TEC. The only difference is that you want to stay away from Mobility Sling, as the Scoped’s moving accuracy isn’t that great. Just slap Hunting Sight 3, Improved Rifling 3 and any other mod of choice on it.

Despite being as accurate as the normal N-TEC and having half the recoil, the Scoped has the same maximum range as the stock rifle along with a hidden downside – the crosshair for Marksmanship Mode will bloom quite a bit when moving, almost double than N-TEC!
This doesn’t really cause any problem at closer ranges, but given that the Scoped doesn’t really have an advantage over other rifles except for the deep zoom an a 5m minimum range extra, it ends up as pretty unnecessary, as an N-TEC with Hunting Sight 3 is equal if not better and can be modded to your heart’s content.
All in all, it’s pretty decent (and a cheap weapon to buy on Armas), but doesn’t fare well when compared to the stock version.

Assault Rifles (pt.8) – Find the difference between A and B

[/previewimg]Nekrova ISSR-a
Sold by: Armas Marketplace, Wilde (Joker Distribution)
Price: Stock- $3600, JT700
1 Slot – $4500, JT1000
Magazine size: 10
Spare ammo: 70
Bullets per kill: 4
Damage dropoff start: 50m
Assault rifle converts of the ISS-b.

PRESETS
ISSR-A PR3 “Artemis” – 3 Open slots, Armas Marketplace
ISSR-A “Bendis” – Soon to be available from Wilde


MODDING GUIDE

ORANGE MODS
Slap Hunting Sight on it for pinpoint accuracy when zooming in.

PURPLE MODS
Mobility Sling – This weapon has already a long equip time when compared to other assault rifles and terrible Marksmanship speed. Put in lack of a better mod.
3-point sling – You don’t have to switch between primary and secondary that often so the usefulness of 3-point sling is moot.
Tagger – As usual an useful mod but not a top choice.

BLUE MODS
Refer to the ISSR Section.

RED MODS
Cooling Jacket – Prevents the crosshair from closing completely between shots for a not-so-noticeable fire rate benefit. You’ll miss more bullets often than not. Avoid.
Improved Rifling – The gun has great accuracy but doesn’t have enough range to take advantage of it. Improved Rifling helps in that regards.
Heavy Barrel – Any level of Heavy Barrel will increase bullets required per kill.
Muzzle Brake – Gun recoil is almost completely vertical.

The Nekrova ISSR-a is a convert from the sniper version and plays almost exactly like it – in some regards it’s actually better, as the great accuracy recovery and pinpoint accuracy makes it easy to hit perfect TTK if your aim is good. Still, while being considerably better than its brother, it doesn’t have enough range to fight at the distance it’s supposed to (it’s advertised as a mid-long range assault rifle), not that the long TTK helps in that regard as it can be easily outshot by OBIR and Obeya. The small magazine size put the final nail in the coffin, creating a gun that, in its current condition, is slow, unforgiving, with limited range and terribly underpowered when facing other weapons in the Assault Rifles category.
There isn’t really a reason why you should pick up this weapon over an N-TEC or even an LCR any day.

TIPS
-If you want to play a long range assault rifle, get a STAR LCR and stay away from this gun.

Assault Rifles (pt.9) – I hope you like the STAR

FAR
Unlocked by: Christmas event
Sold also by: Armas Marketplace
Price: 3-slot – $23,500
Magazine size: 24
Spare ammo: 128
Bullets per kill: 6
Damage dropoff start: 50m
A slightly different STAR with slightly increased MMM accuracy but reduced magazine size.

VARIANTS:
“Vanguard” – 3 open slots
“Charger” – 3 open slots
“Spearhead” – 3 open slots, Armas Marketplace

MODDING GUIDE

ORANGE MODS
Reflex Sight – Same as the STAR.
Hunting Sight – Same as the STAR, although it starts a bit more accurate so Hunting Sight has more of an effect. Recommended.
High Mag Scope – Same as the STAR.

PURPLE MODS
Mobility Sling – Same as the STAR.
3-Point sling – Same as the STAR.
Tagger – Same as the STAR.

BLUE MODS
Bandolier – Same as the STAR.
Magazine Pull – The FAR has a smaller magazine than the STAR, and Magazine Pull – expecially higher levels – bring its ammo count under 20. Stay away from it.
Extended Magazine – You get 31 bullets with EM3 with a 4s reload time. The STAR can do better with no magazine mod.

RED MODS
Cooling Jacket – Same as the STAR.
Improved Rifling – Same as the STAR.
Heavy Barrel – Same as the STAR.

The FAR is *literally* a STAR, down to every single stat – shots per kill, damage dropoff, moving accuracy to name a few – with a few exceptions. The slightly increased Marksmanship accuracy make it a better weapon in combat, but it’s not worth losing 1/4 of your magazine. Despite being described in-game as an updated STAR there’s little difference between the two weapons and they effectively count as a single item.
Mod setup? Same as the STAR.


TIPS

-Same as the STAR. To be exact, the FAR and the STAR differ in the following stats:

  • Fire Rate – the FAR is slightly quicker than the STAR, clocking at a full .7s TTK as opposed to the .75s of the STAR.
  • MMM Accuracy – the FAR has a slightly higher Marksmanship modifier, being slightly more accurate than the STAR, and in turn has a slightly smaller max bloom.
  • Ammo count – the FAR has a smaller magazine than the STAR.
  • Slightly faster reload time, on par with a STAR with Magazine Pull 1.

Everything else is the exact same.

High-Velocity Rifles (pt.1) – The good

High-Velocity Rifles in APB are slow fire rate, high damage rifles able to pack a punch from the longer distance. Differently from other games, they are not capable of 1-shot kills, so they cannot be effectively used in close range without finishing your opponent with your secondary or a grenade. As such, a sniper has to be very careful in close quarters. Also, due to the over-the-shoulder view, you will not look down the scope while zooming in – although your character will.

ROLE: Sniper
ITEMS UNLOCKED: slotted N-HVR, slotted DMR-SD, Heavy Barrel modification, 3-point Sling modification, “Sniper” titles, Chrome skins for sniper rifles

TOTAL KILLS TO LEVEL UP:
Lv1 – 12
Lv2 – 30
Lv3 – 50
Lv4 – 100
Lv5 – 200
Lv6 – 400
Lv7 – 650
Lv8 – 825
Lv9 – 1150
Lv10 – 1500
Lv11 – 2000
Lv12 – 2500
Lv13 – 3000
Lv14 – 5000
Lv15 – 10000
Lv16 – 20000

N-HVR 762
Unlocked by: Veronika Lee (Criminal), Chung-Hee (Enforcer)
Price: Stock – $3,676
1 slot- $12,600
2 slot- $19,500
3 slot- $24,676
Magazine size: 6
Spare ammo: 18
Bullets per kill: 2
Damage dropoff start: 90m
Your basic sniper rifle. A single hit from this weapon will put any target close to death – being hit by pretty much anything after an HVR bullet will mean certain death. Note: this is a heavy weapon – equipping it will slow your character down, and it can’t be fired out of car windows!

PRESETS
“Akula” – 3-point sling 1, $8,026
“Akula v2” – 3-point sling 2, Improved Rifling 1, $12,600
“Akula v3” – 3-point sling 3, Improved Rifling 2, Hunting Sight 1, $19,500
“Akula V4” – 3-point sling 3, Improved Rifling 3, Hunting Sight 2, $24,676

VARIANTS
Golden N-HVR 762-SD Dvah – Joker Distribution, $20,000 JT2000 (7 days lease)
A Golden HVR Dvah with a built in Silencer mod.
N-HVR 762 Silenced PR1 – Hunting Sight 3, Sniper Silencer, Armas Marketplace
A silenced preset N-HVR.
PSR
PSG-1 reskin of the HVR 762. The Osprey variant comes with a silencer and is identical to the Silenced HVR.


MODDING GUIDE

ORANGE MODS
The choice here is between Hunting Sight and High-Mag Scope. The first is generally considered a much better choice as it won’t make you completely blind to your surroundings when you zoom in while making your crosshair completely closed. High-Magnification scope is generally harder to use and not very rewarding – then again, you don’t really need the noscope crosshair, do you. Don’t rush trying to get it as soon as you reach R195, just give it a try when you unlock it and see how it works for you.

PURPLE MODS
Mobility Sling – The HVR blooms by quite a bit if you walk while zoomed in, even when crouched. This makes hitting targets at a distance pretty hard, and given that it’s the gun’s job, should be avoided. Not to mention that the increased equip time will give you a hard time when switching weapons.
3-point sling – You’ll be switching in and out of your secondary at all times if you want to get somewhere, therefore this mod helps a lot if you prefer mobility over team support -not to mention, this one doesn’t require you to be R195 to equip. Also, 3-Point Sling 3 is the only way you can get a quickswitch combo done right.
Tagger – given the team support role of this weapon, Tagger works wonders at highlighting wounded opponents to the rest of your team for quick elimination. If you’re playing with a good team you can ditch 3-point sling and go with this.

BLUE MODS
Bandolier – More spare ammo would sound like the best choice, but shooting all the 30 bullets this gun has by default in a single life is hard, and due to the long-range nature you’ll probably have enough time to resupply before an enemy gets close enough to be a threat.
Magazine Pull – MP3 reduces your magazine count by two and decreases your reload time by roughly 1 sec. If you’re confident in your aim put this on, but you’re gonna miss those two extra bulllets at the worst times.
Extended Magazine – Dramatically increases reload time, starts adding extra bullets from EM2 onwards, and gives you a whopping 1 extra bullet at level 3. Not recommended.

RED MODS
Cooling Jacket – Decreases time between each shot while increasing the bloom size while still giving you enough time for the crosshair to settle. Cuts minimum TTK by 0.1 sec. You don’t really need this, but if you have a spare slot this is a good choice.
Improved Rifling – Weapon’s max range is 90m, IR3 brings it to 97m. Sounds like a good deal, but the HVR will still 2-shot people up to 100m (barely), so the use of Improved Rifling is moot.
Heavy Barrel – You have enough time for the crosshair to completely close before each shot, so Heavy Barrel is pretty much useless.
Muzzle Break – The gun has a bit of horizontal recoil, but it’s manageable and you have enough time between each shot to get your aim on target. Muzzle Break (Vertical) would be a better choice, but at the time of this guide it’s not available through progression.

HVR is how a sniper rifle should be in any game – strong, accurate and fast. A weapon you should keep in your inventory at all times and that can be a useful addition to your team even with little practice.
You can basically go with any setup with this weapon, as long as it includes either Tagger or 3-point Sling.

TIPS
-Run with your secondary out at all times, switch only when you find a good position and are ready to fire. This will considerably cut short the time needed by the crosshair to settle if you’re landing from a jump or suddenly stop sprinting.
-Don’t move while zooming in! This weapon has considerable bloom when moving in Marksmanship mode, and crawling walking speed. If you quickly need to get back into cover after landing a bullet, let go of the MM key and switch to your secondary.
-You can quickly switch from your pistol to your rifle, following up your pistol shot and cutting down the TTK by almost a full second. Mind you, this is generally considered lame manuever, but not as lame as…
-…tagging your opponent in close range with a Sniper shot and finishing them off with a Percussion nade.
-Note that the previous two tactics will kill your versatility as you’ll be overspecialized in mid-long range and have limited utility in close range – assault rifles can easily kill you if if they get close enough, no close range secondary makes it hard to face pointmen, and missing your sniper shot or running out of percs while in close range can easily result in your death. Prepare to die a lot or switch back to a close-range secondary.
-Crouch for maximum accuracy. You need to do this only at extreme ranges, as the standing crosshair will hit anything up to 70m without chance of missing.

High-Velocity Rifles (pt.2) – The bad

Agrotech DMR-SD
Unlocked by: Britney Bloodrose (Criminal), Ty Durrant (Enforcer)
Price: Stock – $3450
1 Slot- $12,000
2 Slot- $18,376
3 Slot- $22,126
Magazine size: 7
Spare ammo: 35
Bullets per kill: 3
Damage dropoff start: 80m, negative (read tips)
A tech-looking sniper-rifle with good hard damage, short TTK at longer ranges and high accuracy requirement. The limited magazine when compared to the shots to kill makes it a very hard-to-use alternative to the HVR – BUT, a particular perk makes turns it into a completely worthy opponent if you can keep your distance. Considered a “4fun” gun by good players, worthless by anyone else. Note: just like the HVR, this weapon will slow you down and cannot be fired while in vehicles

PRESETS
“Assassin 5Zero R1” – 3-Point Sling 1, $7,500
“Assassin 5Zero R2” – 3-Point Sling 2, Cooling Jacket 1, $12,000
“Assassin 5Zero R3” – 3-Point Sling 3, Cooling Jacket 2, Extended Magazine 1 $ 18,376
“Assassin 5Zero R4” – 3-Point Sling 3, Cooling Jacket 3, Extended Magazine 2, $22,126

VARIANTS
DMR-AV JT1 – Hunting Sight 3, Joker Distribution, $17,250 JT700 (7 days lease)
DMR-AV PR1 – Hunting Sight 3, Armas Marketplace
DMR-AV PR2 – Hunting Sight 3, Cooling Jacket 3, Armas Marketplace
Antivehicular versions of the DMR. One thing is for sure: they shred cars from a distance in a quick and efficient way. A full magazine will destroy most cars and easily disable bigger ones.


MODDING GUIDE

ORANGE MODS
Hunting Sight – The DMR doesn’t really benefit from this, High-Magnification scope actually helps with its hidden perk. Still, a good choice before you get your hands on it.
High-Magnification Scope – HMS puts a distance marker next to your crosshair, so it works wonders for the reverse-dropoff perk this gun has as you’ll be able to choose the right distance before engaging. The downside is not being able to check your surroundings while zooming in, but if you’re at the right distance you won’t need to do so.

PURPLE MODS
Mobility Sling – The DMR has much better walking mobility than the HVR, but the terrible base walking speed paired with the long reload time turns Mobility Sling into something undesiderable. Useless at best.
3-Point Sling – as with the HVR, you’ll have your secondary out all the time and moving with your sniper out is not recommended due to the long time the crosshair needs to settle, so this is basically needed if you want to move.
Tagger – The DMR is a good tag, dealing around 40% damage per bullet, but the surprise comes from stamina damage, which is on par with life damage – therefore, Tagger makes a great help to both lethal groups and LTL groups, as players will be able to easily locate and kill/stun tagged targets.

BLUE MODS
Bandolier – Thanks to a recent buff the number of extra magazines has been brought from 4 to 5 and the number of bullet increases, making Bandolier not as vital as before. Still it’s a good mod if you want to survive for extended periods of time.
Magazine Pull – Any level of MP will give you enough leeway to miss a few shots but reducing your kill potential to one kill per magazine unless you manage to stay past 88m. If you want this, slap MP3 as the ammo count is the same. regardless of any level.
Extended Magazine – Dramatically increases reload time, starts adding extra bullets from level 2 onwards, and gives 2 extra bullets at level 3, giving you an extra kill potential in closer ranges and allowing you to tear apart a full team of 4 at longer ranges.

RED MODS
Cooling Jacket – While it might seem a good idea, firing this weapon at max ROF will prevent the crosshair from closing completely, making it useless at the range it’s supposed to be strong. It MIGHT be of some use for closer targets, but at that point you might as well use an assault rifle.
Improved Rifling – This gun works the opposite of normal guns – damage increases over distance once you hit the dropoff limit. Improved Rifling increases the dropoff limit, thus making your gun actually deal LESS damage at range. Not recommended.
Heavy Barrel – This would be great if you could use it along with Cooling Jacket, but you can’t. Still, reducing health damage can help in stunning people and makes the DMR a semi-LTL sniper rifle.

The DMR has been, in the player’s eyes, a worthless weapon since day one. The AV version and the recent buffs give it a role in which it’s king, while still being under average and hard to use in all other situations. With proper usage and a good supporting team it can be decent support, but a HVR can do its job and will most likely be better at it.
The only mods you’ll need on it are 3-Point sling/Tagger and Bandolier – it doesn’t really benefit from anything else.

TIPS
-The DMR falloff works in reverse when compared to other weapons – bullet damage will increase past the 80m mark, resulting in very quick 2-shot kills at extreme ranges. This applies to hard damage too – if you start shooting at a vehicle from the moment it gets into your view range you can disable it very easily.
-If you’re facing an opponent that is hiding behind a car, shoot the car. Time your reloads so that when he will move away from the burning car you’ll have enough bullets left to kill him off. The DMR-AV works great in this situation.
-The DMR can stun people if they happen to use Clotting Agent 3 and you time your shots correctly. Makes for good LTL support. Heavy Barrel 3 will make stuns easier.
-At longer ranges, DMR will stun Kevlar users before killing them. It’s also easy to stun people that fell down heights and Clotting Agent 3 users.

High-Velocity Rifles (pt.3) – The ugly

N-HVR 243 “Scout”
Sold by: Armas Marketplace, Retail Pack, Wilde (Joker Distribution)
Price: Stock – $3,600 JT700
1 Slot (3-point Sling 3) – $4,500 JT1,000
Magazine size: 5
Spare ammo: 25
Bullets per kill: 2
Damage dropoff start: 90m
A sniper rifle with increased mobility and the ability to lean out of cars as a tradeoff for reduced magazine size and lowered damage.

PRESETS
Scout PR1 – 3 Point Sling 3, Armas marketplace
Scout PR2 – 3 Point Sling 3, Bandolier 3, Armas Marketplace

VARIANTS
Scout JT1 – 3 Point Sling 3
Sold by Wilde at Joker Distribution.
Scout RT1 – Cooling Jacket 3
One of the 4 permanent, account bound weapons you can choose from when purchasing the APB: Reloaded Retail Pack.
“Cupid’s Arrow” – Hunting Sights 2
Pink Scout for the Valentine Event, it has a unique tagger.
“Sitting Duck” – found as a rare prize in Joker Myster Box 1 on Armas Marketplace
A Scout with a unique tagger and an open slot.
“Reaper” – found as a rare prize in Joker Myster Box 4 on Armas Marketplace
A Scout with a unique tagger, a silencer and an open slot.
Pathfinder – different flavours and mod setups. Armas Marketplace
Pathfinder SD – different flavours and mod setups. Armas Marketplace
Remodel of the Scout.

MODDING GUIDE
If you’re reading this, you either have a Sitting Duck or a Reaper. Just slap Hunting Sight on it for maximum accuracy when zoomed in. You don’t need anything else.

The Scout is a great sniper rifle. Its main feature is the ability to sprint at full speed and the almost instant set-in time, allowing you to sprint between shots before zooming in and instantly taking out a good 50% of the opponent’s life in a single shot. You can also effectively jumpshoot with good mid-close accuracy, effectively making yourself harder to hit and making you a nightmare for Pointmen. All in all, the extended mobility is a good tradeoff for the reduced damage.

TIPS
-Never stop moving. Fire, sprint, wait for rechamber, fire again. Don’t – I repeat, DON’T – jumpshoot unless you have support or can jump in and out of cover (ledges, fences, jumping from corner to corner) – jumpshooting alone in the open gives little help in mid-range against assault rifles and makes your trajectory predictable against long range snipers.
-You MUST land two consecutive shots in quick succession in order to kill something – if a player starts regenerating health before you deal the second hit he’ll most likely survive. Clotting Agent 3 is your greatest enemy here, as missing your second shot means that your third won’t kill the target.

High-Velocity Rifles (pt.4) – An00bis

N-HCR 762
Sold By: Armas Marketplace
Magazine size: 9
Spare ammo: 45
Bullets per kill: 3
Damage dropoff start: 75m
A custom-made sniper rifle with a wood-gold finish and mid-slow fire rate, requiring good tracking skills and accuracy.
NOTE: I currently do not own the weapon, so I cannot provide any real gameplay tips on it. Modding guide is based on pure stats as opposed to in-game experience so take it with a grain of salt. If you own the weapon and want to correct me on something or provide tips, feel free to do so.

PRESETS
Anubis – Hunting Sight: Anubis, available as a rare prize from Joker Box 6


MODDING GUIDE

ORANGE MODS
The weapon is preset with a Orange mod, therefore you cannot put one.

PURPLE MODS
Mobility Sling – Marksmanship mode speed is better than other snipers and accuracy is still pinpoint, so Mobility Sling might give you an easier time when popping around corners.
3-point sling – Switch time is pretty fast and you can sprint with the weapon so you don’t really need to switch to your secondary as often as with a regular sniper.
Tagger – Works as a tagger would on any other sniper; good for team situations, not that useful for personal defense.

BLUE MODS
Bandolier – Given the bullets to kill and the magazine size, Bandolier isn’t very useful.
Extended Magazine – Higher levels give you up to 11 bullets for up to a 3 second reload time.
Magazine Pull – Level 3 gives you 6 ammo for a 1.2s reload time, so it isn’t that much of a bad choice – then again you have to be very accurate as you’ll need half of your magazine to kill a target. You can still equip lower MP levels if you want some leeway, but mind you – the most bullets you can get with any level of Magazine Pull is 7.

RED MODS
Cooling Jacket – The recovery is quick enough to allow you to fire at an increased ROF without losing too much accuracy.
Improved Rifling – The weapon has limited range for a sniper rifle. Improved Rifling improves long-range capabilities and lets you take advantage of its pinpoint accuracy.
Heavy Barrel – The weapon doesn’t have enough bloom to justify this.

The public considers the Anubis a Scout DMR – in fact, it shares similarities with both weapons, taking the sprinting speed and moving accuracy of the first and the 3-shot kills from the second. As it has a single open slot, Mobility Sling, Cooling Jacket or Improved Rifling seem good choices. No further tips will be available until I get hold of this weapon and try it out myself.

TIPS
– This weapon can easily jumpshoot in close-mid range.
– The preset sights can actually make aiming at range harder as they get in the way.

High-Velocity Rifles (pt.5) – HISSSSSSS

Nekrova ISSR
Sold by: Armas Marketplace, Wilde (Joker Distribution)
Price: Stock- $3600, JT700
1 Slot – $4500, JT1000
Magazine size: 10
Spare ammo: 70
Bullets per kill: 4
Damage dropoff start: 60m (53m)
A silenced sniper rifle that allows the player to move at full speed when sprinting and with decent hipfire/jumpfire accuracy, but with limited range and killing potential

PRESETS
ISSR-b “Dog Ear” – Sniper Silencer, Open slot, Armas Marketplace
ISSR-b “Wisp” – Sniper Silencer, Open slot, Armas Marketplace


MODDING GUIDE

ORANGE MODS
As with other snipers, Hunting Sight is the better choice, making the weapon pinpoint up to 100m and giving it best jumpshot accuracy.

PURPLE MODS
Mobility Sling – The ISS moves slightly faster than normal snipers and MS brings it at least with Marksman weapons, so it has some use for popping around corners.
3-point sling – You don’t have to switch between primary and secondary that often so the usefulness of 3-point sling is moot.
Tagger – As usual an useful mod but not a top choice.

BLUE MODS
Bandolier – Gives you some extra ammo at the cost of your open slot, not very useful as the gun has already plenty of ammo to work with.
Magazine Pull – MP3 leaves you with 7 bullets and an almost instant reload time, which allows you to get a kill and have a few extra shots on the side in case you miss. Your kill per magazine potential is reduced to 1.
Extended Magazine – 3 extra bullet at level 3, kills reload time. Avoid.

RED MODS
Weapon comes premodded with a red mod, therefore you can’t equip one.

It’s hard to find the Nekrova ISS a place between proper sniper rifles as it doesn’t deal enough damage and has limited range when compared to the other weapons in its category, and it’s not a marksman rifle either due to the longer TTK. To make matters worse, hitting ideal TTK is out of the question due to a variety of reasons, making it as slow as (if not slower than) its bigger siblings, meaning that anything the ISSR can do can be done better and quicker by a Scout or even a DMR.
At the end of the day, it’s an interesting experiment that is not competitive when compared to its alternatives and falls short at pretty much every range.
The only mod that has a visible effect on it is Hunting Sight from level 2 onwards, the others are barely noticeable and don’t help the gun in any regard.

TIPS
-Actual range of the weapon is around 53m, as the Sniper silencer reduces the weapon’s maximum effective range by 7m. This makes the weapon unreliable at longer ranges.
-It’s pretty hard to hit perfect TTK with the ISS, and here’s why:

  • Strong recoil makes it hard to properly follow targets
  • Damage per bullet is extremely low for a sniper (coming up even lower than an ACT bullet), enough to allow Clotting Agent 3 users to regenerate enough health to survive a 4th bullet – and it’s common to hit a target 5 or more times if there is any kind of delay between hits
  • After firing, the crosshair set in time is longer than the refire timer, meaning that you have literally no time to line up your aim between shots

-This gun has hipfire accuracy similar to a SMG and a low sprintfire modifier, so it can be used as a poor man’s shotgun if you got nothing else to fight your opponent with.
-You can jumpshoot with this gun quite accurately, but the damage is low enough that you’ll probably end up dead before you start your third jump, so it’s not recommended to do so in any situation.

Sub-machine guns (pt.1) – Il gioco dell’OCA

POINTMAN WEAPONS
These weapons are made for unmatched dominance of close quarters. They might not be the quickest when it comes to disposing opponents or the most accurate, but they provide excellent mobility and great reliability on the move.

ROLE: Pointman
ITEMS UNLOCKED: slotted OCA-EW.626, slotted Colby PMG28, slotted JG-840, slotted N-FAS12, OCA-EW.626 Stock, Tactical JG-840, Reflex Sight modification, Cooling Jacket modification, “Pointman” titles, Chrome skin for Submachineguns, Chrome skin for shotguns

TOTAL KILLS TO LEVEL UP:

Lv1 – 12
Lv2 – 30
Lv3 – 50
Lv4 – 100
Lv5 – 200
Lv6 – 400
Lv7 – 650
Lv8 – 825
Lv9 – 1150
Lv10 – 1500
Lv11 – 2000
Lv12 – 2500
Lv13 – 3000
Lv14 – 5000
Lv15 – 10000
Lv16 – 20000

SUB-MACHINE GUNS
Their main advantage over other weapon classes is the constant accuracy when moving, allowing their user to keep a steady aim even when running. Fast, easy to use, great for close quarters and can reach into mid-range.

OCA-EW.626
Unlocked by: Britney Bloodrose (Criminal), Ty Durrant (Enforcer)
Price: Stock – $3,000
1-Slot – $12,000
2-Slot – $18,000
3-Slot – $22,500
Magazine size: 30
Spare ammo: 210
Bullets per kill: 8
Damage dropoff start: 30m
A Submachinegun with a high-rate of fire. Very forgiving and easy to use, one of APB’s trademark weapons.

PRESETS
“Sidewinder” – Magazine Pull 1, $7,500
“Silverado” – Magazine Pull 2, Cooling Jacket 1, $12,000
“Red Dawn” – Magazine Pull 3, Cooling Jacket 2, Reflex Sight 1, $18,000
“Iron Reaper” – Magazine Pull 3, Cooling Jacket 3, Reflex Sight 2, $22,500

VARIANTS
OCA-EW.626 Stock
Same weapon with a different stock. Slotted versions are unlocked 1 level later than normal version.
OCA-626 “Whisper”
Silenced version of the OCA available on the Armas Marketplace. More info in its relative section.
OCA-EW 626.2-SD “Silverado” – Magazine Pull 3, Cooling Jacket 2, SMG Silencer, Armas Marketplace
A modded OCA available on the Armas Marketplace. This one is a bit weird, because

  • it’s called Silverado, but actually uses the Red Dawn mods
  • it breaks the 1 mod per color convention, as it uses both Cooling Jacket and the Silencer.

PDW-57
P90 reskin with a bullpup magazine. The difference between the “Stiletto” and the “Dagger” is merely cosmetic.

MODDING GUIDE

ORANGE MODS
Hunting Sight – Unless you want to be “that guy” and zoom in with your OCA before firing, you should avoid this.
Reflex Sight – Now, let’s be frank – the OCA has already amazing moving accuracy. All Reflex Sight does is make sure that your moving reticle is the same as your base one, removing the slight movement penalty. Don’t bother with levels 1 and 2 – buy Reflex Sight 3 and use that.
High-Magnification Scope – removes moving crosshair and decreases moving accuracy, not recommended.

PURPLE MODS

Mobility Sling – You will never fire this weapon in Marksmanship, so unless you want to be the weird guy that plays with Hunting Sight on OCA you don’t need this.
3-Point Sling – You’ll pair the OCA with a long-range secondary, so this might come in handy if you’re aiming at a long-range target and suddenly need to change to your primary Helpful, but other mods come first.
Tagger – like 3PS, useful, but not necessary. There are better choices.

BLUE MODS
Bandolier – OCA users sit on a throne made of ammo – 7 extra magazines are more than enough to fight for a prolonged period of time. If you can track your enemy well you’ll be getting plenty of kills before having to resupply.
Magazine Pull – MP3 makes the reload time a mere 1sec while taking 8 bullets away from your magazine. It’s a good choice if you’re fighting with plenty of cover.
Extended Magazine – EM3 gives you 38 bullets and a 3 sec reload. It’s a good idea if you think you’ll be facing multiple opponents in close range, but if you run out of ammo you’ll be a sitting duck.

RED MODS
Cooling Jacket – Modding an OCA with Cooling Jacket will make it bloom after the few first bullets, making it somewhat unmanageable. Lower levels give it less of a side effect while still positively affecting the weapon.
Improved Rifling – You’ll have trouble hitting targets with the OCA past 20m, therefore increasing the max range past 30m is somewhat useless.
Heavy Barrel – This mod is helpful only with guns that lose accuracy quickly. As the OCA doesn’t, it’s a waste of a slot.
Muzzle Break – Vertical MB could be a good choice, but it’s not available in the game at the moment. Horizontal MB gives no advantage whatsoever.

Your very basic SMG, the OCA is a great weapon for beginners who want to replace the STAR, as it’s unlocked very early in progression and is quite cheap. Its run’n’gun gameplay is quick and exciting and can be really fun once you get the hang of it. It’s better than the PMG in close range, as missing a shot won’t raise your TTK by much.
It’s also one of the cheapest weapons to “completely” mod, as you’ll only need a 2-slot OCA with Reflex Sight 3 and Cooling Jacket 1-2 to achieve max potential. A third slot can be used for 3-Point sling or a blue mod of your choice, but you don’t really need it.

TIPS
-Use the third-person camera to ambush people behind corners.
-The OCA presets are actually pretty good, so if you want to lease a modded OCA but don’t want to spend money for the mods they can be a good alternative.

Sub-machine guns (pt.2) – Did that guy with the UZI just snipe me

COLBY PMG-28
Unlocked by: Veronika Lee (Criminal), Chung-Hee (Enforcer)
Price: Stock – $2,926
1-slot- $11,926
2-slot- $17,926
3-slot- $22,426
Magazine size: 21
Spare ammo: 126
Bullets per kill: 5
Damage dropoff start: 35m
A slow firing SMG that packs quite a punch at longer distances.


PRESETS

TROJAN X-I – Extended Magazine 1, $7,426
TROJAN X-II – Extended Magazine 2, Improved Rifling 1, $11,926
TROJAN X-III – Extended Magazine 3, Improved Rifling 2, Reflex Sight 1, $17,926
TROJAN X-IV – Extended Magazine 3, Improved Rifling 3, Reflex Sight 2, $22,426

VARIANTS
Colby PMG-SD 28 “Hush” JT1 – SMG silencer, $2,926 JT700, Joker Distribution
Colby PMG-SD 28 “Hush” JT2 – SMG silencer, Open Slot, $11,926 / J1,000, Joker Distribution
Colby PMG-SD 28 “Hush” X-III – SMG Silencer, 2 Open Slots, Armas Marketplace
Colby PMG-SD 28 “Murmur” PR1 – SMG Silencer, Reflex Sight 3, Armas Marketplace
Colby PMG-SD 28 “Murmur” PR2 – SMG Silencer, Reflex Sight 3, Extended Magazine 3, Armas Marketplace
CMBP-45
Reskin of the Colby PMG.

MODDING GUIDE

ORANGE MODS
Hunting Sight – The gun’s range is limited to 35m and at that range the crosshair is pretty big. Hunting Sight does not help that much in that regard, so it’s not very useful.
Reflex Sight – This is the mod to go for most close range weaponry, the PMG is not an exception – but it’s already more accurate than most close quarters weapons and doesn’t bloom when firing, so give it lower priority.
High Magnification Scope – lolno

PURPLE MODS
Mobility Sling – Use this only if you want to put Hunting Sight for the lulz, otherwise leave it alone.
3-Point Sling – Again, just like the OCA, it can be useful if you suddenly need to switch.
Tagger – Just like the OCA, useful, but not necessary.

BLUE MODS
Bandolier – This gun packs lots of damage per single bullet, so you probably won’t be need to resupply often, unless you miss often. Then again, when fighting for prolonged periods of time in close quarters with low chance of resupplying (which can happen easily in certain areas) extra magazines come in handy.
Magazine Pull – Higher levels of MP will take so many bullets away that firing will be a constant reload. Not recommended.
Extended Magazine – EM3 gives you 6 extra bullets without crippling your reload time too much. It can be useful for engaging at the 30m mark, as you’ll be missing quite a lot and don’t want to suddenly be stuck in the reload animation while under enemy fire.

RED MODS
Cooling Jacket – doesn’t really affect the reticle, as the gun – unlike the OCA – doesn’t bloom until the last bullets in the clip, so you can put it in with no repercussions. Makes for a quite visible increase in fire rate with no real downside.
Improved Rifling – Improved Rifling 3 will bring the dropoff start range to 42m, which is incredible for a submachine gun, all without hurting the gun since the bloom is equal to zero. Then again, encounters past 30m are to be avoided as you’ll have a hard time hitting stuff due to the size of the crosshair, but if you’re hoping for a lucky shot or want to support teammates without using your secondary this mod is for you.
Heavy Barrel – Gun doesn’t bloom.
Muzzle Break – Gun has easily controllable recoil.

The PMG seems like a powerful alternative to the OCA – because it is. It’s a bit more unforgiving in close quarters due to the slow fire rate, but the high damage, great accuracy and good range make up for it. Even if it’s not meant to be used right on your opponent’s nose like the OCA it can still melt faces at extreme close range if you can aim well – not to mention that with the right mods it can easily be a great support gun for mid-range encounters.
The most commonly used mod setup involves Cooling Jacket 3, Reflex Sight 3 and a third mod of choice, but a “4 fun” setup endorsed by the developers is Hunting Sight 3, Mobility Sling and Improved Rifling 3. Either way, it’s a great weapon that can easily overcome opposition.

TIPS
-The PMG used to deal full damage up to 50m with a sharp dropoff, but a recent patch brought it to a max 35m range for full damage and a lean dropoff which ends at 55m. This can be circumvented with Improved Rifling 3 which brings dropoff ranges to 42-62m, making for an SMG with an incredibly long range.
-If your opponent is at the edge of your range, just keep hipfiring while keeping your aim trained on them, it’ll help you survive while trying to deal that lucky shot. You can also stop and crouch to increase your accuracy, but it’s not a good manuever unless your opponent is using a close range weapon or is unaware of your position.
-The slow fire rate along with the magazine size means that your opponent will probably start reloading before you do – this commonly happens against OCAs. Saving a few bullets to finish them off while they’re in the reload animation is a good idea.
-The silenced variant doesn’t offer much over the stock version, as it has the same range and dropoff (unlike the Whisper when compared to the OCA), and recoil reduction is barely noticeable. Basically, they’re regular PMGs with a much quieter firing sound. If you have spare G1Cs just buy the 3-slot PMG. If you have spare JTs, eh, save them for something else.

Sub-machine guns (pt.3) – Old-timey warfare

COLBY M-1922
Unlocked by: Tiptoe (Criminal), Devil Dog (Enforcer), Wilde (Joker Distribution)
Price: Stock – $3,600 JT700
1-slot(Mobility Sling) – $4,500 JT 1000
2-slot- $13,500
Magazine size: 50
Spare ammo: 350
Bullets per kill: 10
Damage dropoff start: 30m
Feel like a gangster(Not the ones with oversized pants and chains, the classy ’30s ones), use a tommygun! Feel that old-fashioned recoil and high rate of fire! Aim for the sky! Go birdwatching! Submachinegun with high recoil and incredible fire rate. Best fired from a braced position.

PRESETS
“Chopper/”Big Chopper”
Pink 1922s for the Valentine event. They have a unique tagger.
“Hazardous” – Extended Magazine 3, Cooling Jacket 3
found as a rare prize in Joker Myster Box 2 on Armas Marketplace

VARIANTS
“Uncle Sam”
3-slot version of the 1922 with a U.S.A. themed skin. Old Fight Club reward, now unobtainable.
M1922 Mk3
Loyalty reward given to players for spending 12,000 G1C (120$) on the Armas Marketplace. 3-slot, account wide M1922 with no rating requirement.

MODDING GUIDE

ORANGE MODS
Hunting Sight – While it might makes sense, with the fact that you have to use Marksmanship Mode and all, Hunting Sight deepens your zoom, giving you a harder time in tracking opponents at close quarters and making the recoil more noticeable. If you feel you can handle it, slap HS3 on it and have fun.
Reflex Sight – RS works if you want to widen your Marksmanship zoom level, allowing you to track close quarters targets more easily. You don’t want to spray with it though – your moving accuracy is terrible even with Reflex Sight 3, and the reduced zoom makes MM less useful. Don’t go past RS1 unless you’re fighting in extreme close quarters.
High Magnification Scope – great if you want to go birdwatching, not so great for winning missions.

PURPLE MODS
Mobility Sling – You’ll be firing this weapon from Marksmanship (or with the walk trick) a lot, so this mod is basically required.
3-Point Sling – If you unlocked this weapon through progression, your rating will be high enough to buy Mobility Sling off the Marketplace, which is a much better mod wen compared to 3-Point Sling. If you got it through other means, this can be a good idea.
Tagger – Same reasoning for 3PS.

BLUE MODS
Bandolier – you have enough extra ammo to fight for extended periods of time, not that useful.
Magazine Pull – You’ll always end up missing a few shots, expecially when spraying at mid-range or in close-range panic fights. Magazine Pull will take a lot of your ammo away (MP3 will set you at 37 bullets), so unless you have great aim and can handle the recoil I don’t recommend it.
Extended Magazine – With EM3 you’ll get 65 bullets and a 4 seconds reload. You’ll have less trouble in disposing of your opponents and enough bullets to spray for an extended period of time, but you’ll have to watch out for the reload time.

RED MODS
Cooling Jacket – This one cuts your already impressive fire rate by an impercetible amount while effectively doubling your crosshair size when in full auto – not to mention, recoil will become much harder to control. Completely useless.
Improved Rifling – Doesn’t reallly add that much to the weapon. The 1922 is quite accurate at range, but past 30m you’ll start missing too many bullets to be a serious threat.
Heavy Barrel – Reducing each bullet damage will cripple the weapon, as it relies on multiple hits in succession to deal damage. Any level of Heavy Barrel will require you to land more bullets.
Muzzle Break – Vertical Muzzle Break would be GREAT on this weapon, too bad it’s unavailable at the time of this guide. Keep this in mind for the future.

The 1922 has been subject to a recent nerf which took care of its imbalance, as it used to melt faces from 5m up to 30m. Now it feels like an harder to handle ATAC, and is generally considered the odd-man out of SMGs, as it forces you to shoot from a braced position instead of strafing around your opponent. In general it’s good, as long as you handle the recoil.
You can setup the 2-slot one with Mobility Sling and either any level of Hunting Sight or Reflex Sight, depending on your preference. It is debated whether which one is the best mod, so pick your choice and join one of the sides.
If you have the 3-slot one, Extended Magazine 3 is a good idea, as the weapon already has a long reload time and you’ll need the extra bullets. Stay away from red mods until Vertical Muzzle Break is released.

TIPS
-This weapon is unlocked pretty late in progression. The only way to obtain one early without resorting to real cash is to buy it from Wilde for Joker Tickets.

Sub-machine guns (pt.4) – Like a whisper

OCA-626 “Whisper”
Sold by: Armas Marketplace, Wilde (Joker Distribution)
Price: Stock – $3,600 JT700 (7-day lease)
1-slot (Reflex Sight) – $4,500 JT1000 (7-day lease)
Magazine size: 30
Spare ammo: 210
Bullets per kill: 8
Damage dropoff start: 50m
Silenced version of the OCA.EW-626, with improved range and stability.

PRESETS:
OCA-626 “Whisper” PR1 – Silencer, Reflex Sight 3, Armas Marketplace
OCA-626 “Whisper” PR2 – Silencer, Reflex Sight 3, Bandolier 3, Armas Marketplace

VARIANTS:
OCA-626 “Whisper” RT1 – Magazine Pull 3
One of the 4 permanent, account bound weapons you can choose from when purchasing the APB: Reloaded Retail Pack
PDW-57 “Kris”
P90 reskin. This weapon comes with 2 open slots!

MODDING GUIDE
Any tip for the normal OCA will work on the Whisper.

The main benefits of the Whisper over the regular OCA are the increased range and reduced recoil. Firing will make you show up on the minimap regardless of the silencer, so its only actual use is to confuse enemies, as it will usually take a moment before locating you and reacting. The Whisper can be really devastating to an unprepared opposition to the point of looking overpowered, but it’s a trick that only works once – it falls short in the long run, expecially when facing experienced players that know how the gun works.

TIPS
-The 50m maximum range is actually not that helpful – unlike the PMG, which hits hard on every bullet, the Whisper requires you to land more shots in rapid succession to actually deal good damage, and the crosshair size works against it. Therefore, use this weapon in its effective range and don’t attempt to engage rifles – shoot at enemies that are far away only to support other players.
-This weapon is great for flanking and teamplay, as your enemy won’t realize he’s being hit by two different sides if you’re firing at them while a teammate is distracting them.

Sub-machine guns (pt.5) – ACES high (part 2)

Agrotech ACES SMG
Sold by: Armas Marketplace
Magazine size: 35
Spare ammo: 350
Bullets per kill: 15
Damage dropoff start: 30m
Agrotech’s very first SMG, with extremely high ROF, incredibly short TTK and crazy bloom.

VARIANTS
Agrotech ACES Rifle
Version of the ACES with an extended barrel. More info in the Rifleman section.

MODDING GUIDE

ORANGE MODS
Hunting Sight – This weapon has decent accuracy while zooming in, but the ACES Short Barrel mod works directly against it, as it reduces base accuracy, marksmanship modifier and increases the bloom. A deeper zoom won’t help you in compensating that and will work against you when hipfiring.
Reflex Sight – The ACES has great moving accuracy and the wider zoom is not needed in close range.

PURPLE MODS
Mobility Sling – Brings MM speed almost on par with run speed for virtually no downside, as the equip time is short – then again you won’t be firing in MM much and hipfire accuracy is already great, so this is a moot mod.
3-Point Sling – Refer to the ACES Rifle.
Tagger – Refer to the ACES Rifle.

BLUE MODS
Bandolier – Refer to the ACES Rifle.
Magazine Pull – Refer to the ACES Rifle.
Extended Magazine – Having more ammo to work with makes it a lot more forgiving and allows engaging at slightly longer ranges easier. The reload time is long for close quarters so be ready to rely on your secondary should you run out of bullets in a combat situation.

RED MODS
The ACES series comes pre-modded with a red mod, therefore you cannot equip one.

The ACES is a SMG created for extreme close range encounters: the crazy bloom makes it hard to use past 10m, and the extreme rate of fire make it unforgiving, as you’ll be unloading your relatively small magazine in an instant and get stuck in a long reload animation. Skilled users can and will make good use of its MM accuracy to soften and kill targets past 25m. All in all, it’s a very powerful gun that requires a minimum of brain to be used correctly.

TIPS
-Burstfiring is essential unless you’re playing at melee range. The ACES blooms very fast, requiring to let go of the trigger once in a while. For the rest, play this gun as you would play another SMG.

Sub-machine guns (pt.6) – Did I review this before?

VAS-C2
Sold by: Armas Marketplace
Magazine size: 32
Spare ammo: 160
Bullets per kill: 7
Damage dropoff start: 40m
An assault-rifle like SMG that plays like an easier M1922.

PRESETS
VAS-C2 PR3 “Trouble Maker” – SMG silencer, Tagger, Hunting Sights 3, Armas Marketplace
VAS-C2 “Entente” – Mobility Sling, Cooling Jacket 3, Extended Magazine 3, Armas Marketplace
VAS-C2 “Tin Soldier – Hunting Sight 3, 3-Point Sling 3, Magazine Pull 3, “Key to the world” pack

MODDING GUIDE

The VAS-C2 series are preset and cannot be modded.

The VAS-C2 is a middle man between the Tommygun and the ATAC – good range for an SMG and great burstfire accuracy make it a good assault rifle-SMG hybrid, while the strong recoil and mediocre hipfire accuracy make for good – but manageable – downsides. It’s a decent gun for all situations and a good transition from SMGs to rifles.

TIPS
-The Trouble Maker is the superior version here – hipfire accuracy is good enough for close ranges, MMM accuracy is far superior and the lower fire rate and weaker recoil make it far easier to hit targets at mid range. The Entente spews lead a little too fast for its own good and results in constant burstfiring, which makes it harder to control.
-Recoil is pretty strong when hipfiring, so try to aim down sights whenever you can.
-Deals full damage up to 40m then sharply drops. Fullauto range is up to 20-25m, past that range burstfiring is your best option.

Shotguns (pt.1) – The Joker (Gunworks Shotgun)

SHOTGUNS
The kings of close quarters, shotguns fire dispersion shells that deal heavy damage per hit, not to mention their unmatched mobility and 2-shot capabilities. When you turn around a corner, a shotgun is the worst thing you can run across.

ROLE: Shotgun kills level up the Pointman role, refer to the Sub-machineguns section for the kill and unlock list.

IMPORTANT – A NOTE ABOUT SHOTGUNS:
Shotguns in APB work differently than in most other games – their spread size is fixed and is generated by a grid of a fixed size. Therefore, the crosshair does not show how big your fire cone is – it shows where its spread might end up when firing.
Here’s an explanatory pic, based on a 9-pellet spread:
This makes jumpshooting an unviable tactic except in extreme close quarters, as you might end up entirely missing your spread when a normal shot would have dealt a good hit.

JG-840
Unlocked by: Veronika Lee (Criminal), Chung-Hee (Enforcer)
Price: Stock – $3,450
1-Slot – $12,496
2-Slot – $18,270
3-Slot – $22,950
Magazine size: 8
Spare ammo: 24
Bullets per kill: 2
Damage dropoff start: 20m
SPAS lookalike, the JG is as much as a basic shotgun as you can get. Rush in, drop your payload and get out of there, that’s pretty much it. Fires a 12-pellet spread which deals moderately high damage to players and cars alike.

PRESETS
“Firecracker” – 3-Point Sling 1, $6,376
“Firecracker EX-I” – 3-Point Sling 2, Magazine Pull 1, $12,496
“Firecracker EX-II” – 3-Point Sling 3, Magazine Pull 2, Cooling Jacket 1, $18,270
“Firecracker EX-III” – Cooling Jacket 3, Magazine Pull 3, 3-Point Sling 2 $22,950
“Knock Knock” – Reflex Sight 3, Cooling Jacket 3, Magazine Pull 3, Armas Marketplace. Uses the Tactical JG model.

VARIANTS
Tactical JG
JG with an unfolded stock. Slotted versions are unlocked 1 level later than normal version.

MODDING GUIDE

ORANGE MODS
Sight mods do absolutely nothing – by how the spread works, having a bigger or smaller crosshair does not directly influence how much damage you can deal with a shell. Hunting Sight and High Magnification scope are to be avoided, because you will never fire this gun while zooming. Reflex Sight will not help much either, as the crosshair of shotguns is already pinpoint in every situation except when jumping (there are exceptions to this).

PURPLE MODS
Mobility Sling – You will not fire this weapon while in Marskmanship mode, so this mod is pointless.
3-Point Sling – As with the OCA, you might end up being caught firing at a long-range target with your secondary and quickly need to switch to your primary.
Tagger – Since your target will get tagged even if a single pellet touches them, a teammate might rush into a target you tagged beliving they are half-dead – while they still have 90% life left!

BLUE MODS
Bandolier – JG has little extra ammo and you might end up consuming plenty of shells to aim at targets at longer range.
Magazine Pull – Due to its nature, you will reload the JG shell by shell – which can be very time consuming, as it might take up to 5 seconds to completely fill your magazine! Magazine Pull 3 takes two shells away (bringing the total to 6) while speeding up the reload process by quite a bit. Definately useful, if you can aim well.
Extended Magazine – Affects magazine size only from level 2 onwards, at which point the reload time is total bust and it might take you up to 12 seconds to completely fill up your mag. Two extra shells aren’t worth the trade.

RED MODS

Cooling Jacket – Makes you fire slightly faster at the cost of increased spread size. Not a problem in extreme close quarters, but if your target is a bit farther than you expected it might take you extra shells to take them down, effectively nullifying the bonus. Works great in the Beacon Fight Club map and in some Financial areas.
Improved Rifling – Increases the maximum damage your pellets can deal past a certain range. Can help in killing targets past the 15m mark without firing additional shells, but at longer ranges you’ll find it hard to connect with more than 1-2 pellets due to the looser spread.
Heavy Barrel – The weapon is still a 2-shot, but this mod does absolutely nothing. Waste of a slot.
Muzzle Break – The gun has almost 0 recoil.

The JG-840 dominates close quarters. The ability to sprintfire and to deal high damage in bursts can make it a gameplay changer in the right situation.
Good mod setups include 3-Point Sling 3, Magazine Pull 3/Bandolier 3 and Cooling Jacket 3/Improved Rifling 3, based on your preference and map situation.

TIPS
-As mentioned, this gun can be used to sprintfire – as in, firing while sprinting with little loss of accuracy. This effectively helps you survive if you don’t have any cover, but remember – let go of the sprint key before firing! The gun doesn’t like being fired like that and you might end up missing your spread entirely.
-JG works great when you have plenty of cover. You can pop out of corners, fire, and sprint back in, not to mention crouching in and out of waist-high cover. A good JG user knows their environment and uses it as a second weapon.
-As with the OCA, this weapon has some good presets. If you don’t want to drop all your money on mods and just need some quick shotgun action pick one of them.
-JG is a literal car killer, dealing heavy damage to vehicle with each shell. You can blow up most smaller vehicles with less than a magazine and disable toughest ones quite easily. Just try not to get caught with your pants down if the driver decides to bail. The high hard damage also helps in destroying cover items like barrels, pallets, etc.
-The Firecracker EX-III switches around Cooling Jacket and 3-Point Sling for no apparent reason.
-You can’t fire the JG while leaning out of a car window.

Shotguns (pt.2) – JG’s bigger brother

COLBY CSG-20
Sold by: Armas Marketplace, Wilde (Joker Distribution)
Price: Stock – $3,600 JT700 (7-day lease)
1-slot (Improved Rifling 3) – $4,500 JT1000 (7-day lease)
Magazine size: 8
Spare ammo: 24
Bullets per kill: 2
Damage dropoff start: 20m
An almost direct upgrade of the JG, this shotgun fires a larger number of pellets and deals slightly more damage than its counterpart while trading its anti-vehicle capabilities.

PRESETS
CSG-20 PR1 – Improved Rifling 3, Armas Marketplace
CSG-20 PR2 – Improved Rifling 3, Extended Magazine 3, Armas Marketplace

VARIANTS
CSG-20 RT1 – Magazine Pull 3
One of the 4 permanent, account bound weapons you can choose from when purchasing the APB: Reloaded Retail Pack
CSG-20 “Country Gent” – 3-Point Sling 3, Magazine Pull 2
Available as a Fight Club rewards and as a limited-offer Armas Marketplace weapon, now unobtainable
CSG-20 “Speed Dater”
Pink CSG for the Valentine Event, it has a unique tagger.
Joker TAS20 – Magazine Pull 3, Reflex Sight 3
Joker TAS20 Stock – Improved Rifling 3, Tagger
Joker TAS20 Tactical – Extended Magazine 3, 3-Point sling 3
Reskinned version of the CSG. Each one has a different weapon model.


MODDING GUIDE

All the purchasable versions of this weapons are either preset or have no open slots.

The CSG is meant to be a longer range alternative to the JG, but it falls short – the tighter spread make it harder to use in close range, and the lower damage means that even if you land most pellets you will always need as many shells as a JG to kill an opponent that’s a bit past your range. It’s much faster than the JG at killing opponents outside your comfort zone, but if anything, it’s harder to use.
It’s also useless against vehicles, as the lower caliber buckshot will not penetrate vehicles as good as the JG.

TIPS
-Any tip used for the JG works here. It’s basically the same weapon with a different skin and a different spread. Don’t shoot at cars and don’t try to destroy cover items and you’ll do great.
-The only real advantage of the CSG over the JG is the thicker, tighter spread. It’s easy to hit with many pellets where a JG would hit with a single one, dealing more damage. By taking Improved Rifling 3 into account, CSG can take as much as half the shells to kill out-of-range targets (a target at 30m requires 6 shells from the CSG PR1 and 12 from the JG) but the closer you get to the opponent the more they become equal, with the JG coming on top thanks to moddability and wider spread.

Shotguns (pt.3) – The closest to a melee weapon you’ll ever get

NFAS-12
Unlocked by: Britney Bloodrose (Criminal), Ty Durrant (Enforcer)
Price: Stock – $3,526
1-Slot – $11,850
2-Slot – $18,000
3-Slot – $22,500
Magazine size: 7
Spare ammo: 42
Bullets per kill: 3
Damage dropoff start: 20
Scoring a 0.6s TTK, second only to the SHAW, NFAS is the indiscriminate ruler of close range – that is, if you can keep invading your opponent’s personal space. Just by looking at its drum magazine, extremely short barrel and barn-sized spread, this gun screams ‘close range’ like a monkey.

PRESETS
“Red Star” – Magazine Pull 1, $7,726
“Red Star V2” – Magazine Pull 2, 3-Point Sling 1, $ 11,850
“Red Star V3” – Magazine Pull 3, 3-Point Sling 2, Cooling Jacket 1, $18,000
“Red Star V4” – Magazine Pull 3, 3-Point Sling 3, Cooling Jacket 2, $22,500
“The Janitor” – Extended Magazine 3, 3-point Sling 3, Cooling Jacket 3, Armas Marketplace

VARIANTS
NFAS “True Ogre” – Double-Drum Magazine, available as a rare prize from Joker Mystery Box 8
Two barreled version of the NFAS. Has double the ammo and the same fire rate, allowing you to spam shells at your leisure. As a tradeoff, you get increased reload time and a .6s wind-up timer before firing, which ruins the TTK unless you know which way your opponents are coming.

MODDING GUIDE

ORANGE MODS

Refer to the JG/CSG section for info on Shotguns and Orange Mods.

PURPLE MODS
Mobility Sling – Just like the JG, you will never fire this gun in a zoomed position, so it’s a waste of a slot at best.
3-Point Sling – This gun’s optimal range is 5 meters – anything longer than that, you’ll need your secondary out, therefore you’ll be switching continously, even for situations as basic as crossing a road.
Tagger – Just like the JG, this mod can be detrimental.

BLUE MODS
Bandolier – This guns eat ammo quicker than the ATAC, so Bandolier might be a good idea – then again, the other two mods are more useful and far easier to get.
Magazine Pull – Any level of MP will reduce your ammo count to 5, making MP3 the better choice here. Why wouldn’t you use that, anyway? It makes your reload almost instant, effectively allowing you to pop out of a corner, unload your magazine, get back to cover, reload and pop out again in a flash, effectively mimicking the JG.
Extended Magazine – More ammo makes the gun more forgiving, and the reload time isn’t bad. Make sure to go for Extended Magazine 3, as levels 1 and 2 will give you a single extra shell as opposed to 2.

RED MODS
Cooling Jacket – Cuts the TTK even shorter for an increased spread size. You’ll be fighting at melee range with this weapon, so the bigger spread doesn’t make a difference.
Improved Rifling – Connecting solid hits with this weapon is almost impossible past 10 meters, making this mod effectively unnecessary.
Heavy Barrel – Guns has little to no bloom.
Muzzle Break – Guns has little to no recoil.

NFAS will make anything that’s <5m to you vanish in an instant, and is still pretty solid in the 10m range – past which it falls short and any other weapon will probably overtake it Still, if you have to fight in a tight corridor with little cover and your only worry is taking down your opponent before they take you down, this is the weapon to go. Just don’t forget that you have it, as you’ll be running around with your pistol out all the time…
Working mod setups are Blue Mod of your choice, Cooling Jacket 3, 3-Point Sling 3.

TIPS
-NFAS = close range. You have to get as close as you can to your opponent to be effective with this weapon. Ignore their “noob nfas” comments if they give any – if they let you get that close, they deserve it.
-If you’re aiming at a target that’s slightly out of your range, move the crosshair to the side a bit – that way more pellets will connect and you’ll have an easier time.
-Despite being a shotgun, this weapon doesn’t let you sprintfire.
-The presets are good if you want to try this weapon out.
-Unlike other shotguns, the NFAS can be shot out of car windows, but the wide spread, short range and low hard damage (a full 7-shell magazine deals roughly as much as two JG shells) makes it hard to disable vehicles with. It can be useful when engaging vehicles at melee range during car chases, but you might end up accidentally blowing yourself up due to the lack of range, so leave it be.

Shotguns (pt.4) – Turtles not included

SHREDDER
Sold by: Armas Marketplace, Wilde (Joker Distribution)
Price: Stock – $3,600 JT700 (7-day lease)
1-slot (Open Slot) – $4,500 JT1000 (7-day lease)
Magazine size: 10
Spare ammo: 60
Bullets per kill: 3
Damage dropoff start: 20m
A fully automated shotgun meant for close-mid range fighting, with a very tight spread and a slow fire rate, requiring Marksmanship Mode to be used at full potential.

PRESETS
Shredder EB PR3 – Improved Rifling 3, Hunting Sight 3, Mobility Sling, Armas Marketplace
Shredder DF PR3 – Extended Magazine 3, Cooling Jacket 3, 3-Point Sling, Armas Marketplace

MODDING GUIDE

ORANGE MODS

Reflex Sight: The Shredder has good enough moving accuracy to work in close-range environments so RS doesn’t help much. Might work for the decreased zoom in close range.
Hunting Sight: Although the Shredder is meant to be fired from a braced position, Hunting Sight is not useful at all. Why? Default MMM accuracy is already almost pinpoint, and HS doesn’t reduce the size of the spread. All it does it deepen your zoom and let you believe you can fire at longer ranges than you’re supposed to, which is not a good idea in the slightest.

PURPLE MODS
Mobility Sling – The Shredder has already great MMM walking speed, so Mobility Sling isn’t crucial. Throw it on if you have an open slot.
3-Point Sling – As with other weapons this is entirely optional.
Tagger – ^

BLUE MODS
Bandolier – Slow fire rate means more control over your ammo. That, and the Shredder already comes with a sizable ammo reserve, so Bandolier is not that useful (although a shotgun with 90 extra shells is a sight to behold)
Magazine Pull – Higher levels reduce your ammo count to NFAS levels while making the reload almost instant. Fun to look at and useful if you need to engage multiple opponents with cover available but you might end up reloading at the wrong time.
Extended Magazine – Adds only 3 extra shells, but reload time is still ok. A valid alternative if you want to spam shells at mid range.

RED MODS
Cooling Jacket – Doesn’t really make a visibile difference on spread size, but the TTK is still slow enough that killing targets in close range is hard, and lower accuracy makes for harder killing at mid range.
Improved Rifling – It’s easy to connect multiple pellets even past 20m with this weapon, but the short range goes directly against you and you’ll often end up requiring a 4th shell. Improved Rifling 3 makes the situation a bit better without that much of a drawback (as in, you’ll require an extra shell at most in situations where you’d need 5 or 6 shells for a kill), but buckshot shouldn’t be used at that distance.
Heavy Barrel – Guns has little bloom.
Muzzle Break – Guns has easily manageable vertical recoil.

The Shredder can be considered a Tommygun shotgun of sort – but unlike its SMG counterpart it has a very long TTK which makes it unsuitable for close range fighting, and the very tight spread make it unforgiving if you can’t track your opponent. As such, it falls short against both shotguns and rifles in their range and comes out as a weird SMG/shotgun hybrid which can be effective in the right hands but isn’t easy to use at all.
A good setup for it is Improved Rifling 3,Mobility Sling and a mod of your preference.

TIPS
-Hard damage is pretty high and the tight spread makes it very easy to hit cars. As a result, the Shredder is quite useful during car chases as it can disable vehicles pretty quickly, bringing most mid-sized cars to critical with a single magazine.
-The Shredder’s comfort zone is around the 15-20m range. As thus, it’s good for engaging other Pointman weaponry at the end of their range. You should avoid using it at closer range as your TTK is too long even if you don’t miss.
-Tapfire while sprinting as opposed to going full auto if you’re forced to fight at closer ranges – the fire rate is pretty slow, and it’s better to wait an extra .1s to aim carefully instead of waiting an extra .5s because your crosshair was slightly to the right.

Shotguns (pt.5) – Not-so-atomic bomb

[/previewimg]DOW
Sold by: Armas Marketplace
Magazine size: 7
Spare ammo: 42
Bullets per kill: 3
Damage dropoff start: 20
Semiauto convert of the NFAS with an unique red mod and a different reload method.

PRESETS
“Thumper” – Mechanical Choke
Available as a rare prize from Joker Mystery Box 15, with an atomic bomb skin

MODDING GUIDE

ORANGE MODS

Refer to the JG/CSG section for info on Shotguns and Orange Mods.

PURPLE MODS
Mobility Sling – This weapon’s red mod takes advantage of Marksmanship, allowing you to have a JG-like spread if you zoom in thus extending your range a bit, at the cost of cutting your fire rate in half. MS is not recommended however as you’ll be rarely using this feature and there are far more useful mods.
3-Point Sling – As with the NFAS you will be switching pretty often so this mod can help.
Tagger – Refer to other shotguns

BLUE MODS
Bandolier – Same as the NFAS.
Magazine Pull – The DOW is reloaded shell by shell – Magazine Pull will give you an extremely short reload time allowing you to fill your magazine in an instant or to place an extra shell when you need it. Since all levels take 2 shells away, go for level 3.
Extended Magazine – Reloading shell by shell with Extended Magazine takes an eternity, so you might want to stay away from it.

RED MODS
The DOW comes with a preset red mod.

DOW is a weird hybrid between all existing shotguns – it has the NFAS TTK and spread, the JG’s semiauto and reload functions, and the Shredder’s extended range gimmick, and it ends up being pretty much being the middle ground – in a bad way. Technically it’s still very usable and it can be effective in the right hands, but all of its rivals have something better to offer and are far easier to use. But hey, permanent shotgun.
Best mod available is Magazine Pull 3, other mods either have no effect or are detrimental.

TIPS
– TTK goes up from 0.6s to around 1s if you fire all your shells while looking down sights. This wouldn’t be bad if everything in your range (<20m) didn’t already kill faster than the DOW. As such, avoiding Marksmanship except for rare cases (i.e. opponent running away from you) and treating this gun like a semiauto N-FAS is the best course of action.

Marksman Rifles (pt.1) : The Joker (Carbine)

Marksman rifles include a range of versatile semi-automatic and burst fire weapons. Thanks to recent updates, this category is not restricted to long-range anymore, and a skilled marksman user can cover a multitude of ranges. Direct control over fire rate means direct control over accuracy, making Marksman weapons quite poweful if used right.

ROLE: Marksman
ITEMS UNLOCKED: slotted Obeya CR762, slotted OBIR, slotted Joker SR15, Improved Rifling modification, “Marksman” titles, Chrome skin for marksman rifles

TOTAL KILLS TO LEVEL UP:
Lv1 – 12
Lv2 – 30
Lv3 – 50
Lv4 – 100
Lv5 – 200
Lv6 – 400
Lv7 – 650
Lv8 – 825
Lv9 – 1150
Lv10 – 1500
Lv11 – 2000
Lv12 – 2500
Lv13 – 3000
Lv14 – 5000
Lv15 – 10000
Lv16 – 20000

Joker SR15 Carbine
Unlocked by: Britney Bloodrose (Criminal), Ty Durrant (Enforcer)
Price: Stock – $2,776
1-Slot – $11,626
2-Slot – $17,400
3-Slot – $22,478
Magazine size: 20
Spare ammo: 100
Bullets per kill: 6
Damage dropoff start: 40m
Semiautomatic rifle aimed for close-mid range fighting, the Carbine is reliable and has unmatched mobility.

PRESETS
“Gunrunner” – Reflex Sight 1, $7,126
“Gunrunner EX-I” – Reflex Sight 2, 3-Point Sling 1, $11,626
“Gunrunner EX-II” – Reflex Sight 3, 3-Point Sling 2, Magazine Pull 1, $17,400
“Gunrunner EX-III” – Reflex Sight 3, 3-Point Sling 3, Magazine Pull 2, $22,478
“Punchline” – Reflex Sight 3, Cooling Jacket 3, Magazine Pull 3, Armas Marketplace

VARIANTS
“Viper”
3-Slot version of the Carbine rewarded as a FC reward, now unobtainable
“Casanova”
Pink Carbine for the Valentine event, leasable from Armas Markeplace. It has a unique tagger.
STAC-10
ARMAS variant of the Joker Carbine. Same weapon down to every single stat with a different model (SCAR) and a different firing sound.

MODDING GUIDE

ORANGE MODS
Hunting Sight – The gun has very limited range, so shooting at far targets isn’t recommended. If you want to do it, don’t go past Hunting Sight 1, as higher levels will ruin the Carbine’s moving accuracy, and combo it with Improved Rifling.
Reflex Sight – This has minimal impact on the Carbine’s moving accuracy and gimps Marksmanship mode a bit. Not a problem, as you probably won’t be shooting down sights that often. Doesn’t really make a difference though, give it low priority.
High-Magnification Scope – oh oh oh no

PURPLE MODS
Mobility Sling – This weapons is pretty slow when moving in Marksmanship. Mobility Sling can help a bit, but only if you are planning to actually use MM.
3-Point Sling – Makes re-equip faster after switching back from your long-range secondary.
Tagger – Carbine hits pretty hard, Tagger can be useful to notify teammates of wounded targets.

BLUE MODS
Bandolier – You have 5 extra magazines, and are probably going to shoot them all in a whiffy if you don’t control yourself. Then again, semiautos are about control, so the usefulness of Bandolier is debatable.
Magazine Pull – This weapons is not very forgiving due to the relatively small magazine size – any level of Magazine Pull will make you reload pretty fast at the cost of one potential kill.
Extended Magazine – Makes reload time too long while giving a maximum of 6 extra bullets at level 3, giving you an extra potential kill but really screwing you over if you have to reload mid-combat.

RED MODS
Cooling Jacket – CJ3 makes it easier to hit fire rate while spamming, but if you know what you’re doing you don’t really need it. Besides, the faster bloom, while not noticeable at close range, becomes quite noticeable when aiming at targets that are further away, not to mention that the 0.05 decrease in TTK is literally nonexistant, expecially since the gun is hand operated.
Improved Rifling – Combo this with Hunting Sight if you want to hit beyond your range, but the wide reticle will still make it hard for you to deal consecutive hits.
Heavy Barrel – Heavy Barrel does make quite a difference in reticle size when shooting at high rate of fire, and the lowered damage won’t hurt your TTK unless you equip Heavy Barrel 3 – any level up to 2 is safe. You will be dealing less damage at range, but the weapon isn’t meant to do that anyway.
Muzzle Break – The weapon has almost exclusively vertical recoil, so the currently released Muzzle Breaks offer little to no help.

The Carbine feels like a stronger FBW – because it is! The ability to directly control your rate of fire means you can tap gently your mouse to hit longer-ranged opponents to make your crosshair settle and bash the hell out of it when you’re in close range and your reticle size doesn’t matter. If you love the FBW, consider getting this: it’s a reliable gun you can use in most situations.
Stock version works great, but if you really want, Heavy Barrel 2 will make your life easier. The rest is up to your preference.

TIPS
-Sprintshoot with this gun. Try not to use Marksmanship Mode unless you really have to – the walking speed of most Marksman guns is terrible, so you’ll just be a target with no certain way to fight back. Besides, the biggest advantage of this gun over other guns is the moving accuracy.
-If you’re forced to use Markmanship, don’t fire at full cyclic rate – slow your rate of fire so that your accuracy doesn’t go to hell.

Marksman Rifles (pt.2) – I’M DOING LONG RANGE WHEEEEE!

Obeya CR762
Unlocked by: Veronika Lee (Criminal), Chung-Hee (Enforcer)
Price: Stock – $3,450
1-Slot – $12,750
2-Slot – $18,900
3-Slot – $23,364
Magazine size: 15
Spare ammo: 100
Bullets per kill: 5
Damage dropoff start: 60m
A pretty solid but hard to use mid-long range semiautomatic rifle.

PRESETS
“Artic Blaze” – Improved Rifling 1, $7,800
“Artic Blaze MkII” – Improved Rifling 2, Hunting Sight 1, $12,750
“Artic Blaze MkIII” – Improved Rifling 3, Hunting Sight 2, 3-Point Sling 1, $18,900
“Artic Blaze MkIV” – Improved Rifling 3, Hunting Sight 3, 3-Point Sling 2, $23, 364

VARIANTS
“Cyborg”
3-Slot version of the CR762 rewarded as a FC reward, now unobtainable.
“Heartbreaker”
Pink CR762 for the Valentine event, leasable from Armas Marketplace. It has a unique tagger and two open slots.
Obeya SLR762
Reskin of the CR762 to look like a different gun.

MODDING GUIDE

ORANGE MODS
Hunting Sight – You’ll be operating this rifle while zoomed in all the time. Absolutely needed.
High-Magnification Scope – While it might seem like a good idea, HMS gives you tunnel vision. Hunting Sight 3 is easier to handle and lets you see your surroundings while looking down sights.

PURPLE MODS
Mobility Sling – Your crosshair blooms by quite a bit when moving down in Marksmanship, so moving while aiming at your opponent is not recommended unless at closer ranges, where your gun is at disadvantage due to slow TTK. Either way, Mobility Sling helps when popping around corners. Personal preference over Tagger.
3-Point Sling – You don’t really need this, but it’s a nice thing to have until you unlock better mods.
Tagger – Shows teammates which targets you’ve tagged so they can finish them off. Useful as the Obeya deals pretty strong damage.

BLUE MODS

Bandolier – The gun has plenty of extra magazines, but you might find out running out easily if you survive for a slightly extended amount of time as you might miss often due to the bloom. Quite useful, unless you get an ammo supply next to you all the time.
Magazine Pull – The CR762 has heavy bloom, so missing a few bullets at longer ranges is unavoidable, and the small magazine makes every bullet count. With MP you’ll be spending most of your time reloading instead of dealing damage. Equipping this mod will mean that you’ll be often a single bullet away from a kill when your gun decides it’s time to reload.
Extended Magazine – You’ll be spending most of your time reloading instead of dealing damage – but in a different way! Your reload time will be incredibly long at higher EM levels while getting little extra ammo (4 bullets with EM3), not to mention that it will be actually longer than the time it takes for you to unload a whole magazine.

RED MODS
Cooling Jacket – This gun already blooms pretty fast, and cannot be fired at max rate of fire without becoming inaccurate enough to miss targets past 40m. Cooling Jacket only makes things worse, with increased bloom rate and potentially higher fire rate.
Improved Rifling – Makes the CR762 a bit more efficient at taking down opponents at longer range – with Improved Rifling 3 the 5-shot kill range is raised from 69 to 76m. If you’re good at watching your fire rate you might give this mod a try.
Heavy Barrel – A good “easy mode” mod, Heavy Barrel will allow you to deal hits constantly if you watch your fire rate and your range won’t be crippled that much, requiring at most one or two extra bullets to kill an opponents at draw distance (respectively, Heavy Barrel 1/2 and Heavy Barrel 3).
Muzzle Brake – This gun has minimal horizontal recoil so muzzle brake isn’t really useful.

The Obeya CR762 doesn’t seem very powerful in stock form, due to the long TTK and strong accuracy loss. Once you get your hands on a modded one it actually becomes a great weapon, with good range and able to take down targets past its optimal range with few extra bullets. Proper trigger control is required to use this gun at its fullest, not to mention some extra environmental awareness – his weapon has trouble dealing with assault rifles, so if you let the enemy get too close you’re gonna have a bad time.
All of this brings us to an ideal setup: Hunting Sight 3, A Blue/Purple mod of your choice and any level of Heavy Barrel. Prioritize red mods over other mods as they influence the gun more.

TIPS

-Mod this gun as soon as you get an open slot. Better yet, directly buy the 2-slotted version by leveling up your Marksman role with an easier weapon like the Joker Carbine. Stock version isn’t very good.
-Using this gun to support a sniper or to flank enemies at mid-range will work nicely, but don’t expect to triumph in direct firefights unless you have a 1-2 bullets lead (and even then, you can fail as most guns are still quicker than you). If you can’t get team support but still want to play Marksman, use the Carbine.

Marksman Rifles (pt.3) – the actual long range alternative

OBIR
Unlocked by: Britney Bloodrose (Criminal), Ty Durrant (Enforcer)
Price: Stock – $3,188
1-Slot – $11,626
2-Slot – $18,390
3-Slot – $22,650
Magazine size: 24
Spare ammo: 240
Bullets per kill: 7
Damage dropoff start: 60m
A burst assault rifle that deals consistent damage over longer ranges with its 3-shot burst and pinpoint accuracy. Slow rate of fire.

PRESETS
“Desert Storm” – Extended Magazine 1, $7,516
“Desert Storm MkII” – Extended Magazine 2, Improved Rifling 1, $11,626
“Desert Storm MkIII” – Extended Magazine 3, Improved Rifling 2, Hunting Sight 1, $18,390
“Desert Storm MkIV” – Extended Magazine 3, Improved Rifling 3, Hunting Sight 2, $22,650

VARIANTS
“FFA ‘Bull-shark'” – 4 Round Burst, Banana Magazine
Reskinned version of the OBIR made to look like a FAMAS. Obtainable as a rare prize from Joker Box 9, has a 4-round burst and less zoom, but deals the same overall damage per burst.
FFA 556 R&D III
Reskin of the OBIR that looks like a FAMAS. 3 open slots. Available for a limited time from Joker Box 9, now obtainable only from another player through the in-game Marketplace.


MODDING GUIDE


ORANGE MODS

Hunting Sight – Basically needed on this gun as you’ll be looking down the sights continously.
Reflex Sight – Not recommended.
High-Magnification Scope – Alternative to Hunting Sight, makes it easier to check your range.

PURPLE MODS
Mobility Sling – Used to be pretty good as the gun could be effectively used in mid-range with no cover, now it isn’t as good. Still makes for a decent mod to pop in and out of corners.
3-Point Sling – Good mod to use until you unlock other purple mods.
Tagger – The OBIR deals pretty good damage and makes for quite a good tag for your teammates to kill, therefore Tagger can be helpful to indicate wounded targets to your team.

BLUE MODS

Bandolier – You have 80 bursts, which should be enough to keep going for a while. Not really needed.
Magazine Pull – Magazine Pull 3 reduces your reload time to 1.7 seconds, which is pretty fast – all of this while still giving you an even number for your bursts (18 bullets = 6 bursts). You can equip this if you feel confident in your aim.
Extended Magazine – Higher Levels really cripple your reload time without giving you enough extra bursts to justify it. You can do with better mods.

RED MODS
Cooling Jacket – So, this is how the OBIR and the OSCAR work – Cooling Jacket does not shorten your refire timer, it shortens the time between bullets during each burst. As such, all you get is increased bloom and stronger recoil without the benefit of a shorter TTK. Avoid like the plague.
Improved Rifling – This is probably what you should stick on the OBIR as soon as you get it, and never remove it. Stock OBIR can still effectively 3-burst kill up to 74m (if you land all the bullets, mind you), Improved Rifling brings its range up to 81m, not to mention you’ll be having an easier time killing enemies inbetween that interval as you’ll be able to miss once or twice during your bursts. This is a must on this weapon, and anyone who says otherwise is wrong.
Heavy Barrel – WRONG.
Muzzle Break – WROOOOONG.

The OBIR makes for a good support gun – its slow rate of fire and long TTK is countered by the impressive damage each burst can deal, allowing players to quickly 2-burst kill opponents that have just been grazed by other players bullets – not to mention it can still be used in mid-range to deal quick and damaging spikes of damage to your opponents from behind cover. Still, its usefulness is somewhat limited by snipers – but if you can keep the fight at your range, you’re king.
Ideal setups include Hunting Sight 3, Improved Rifling 3 and a mod of your choice, with Tagger working great for teamplay.

TIPS
-This weapon is made to be used with sufficient cover. Popping out of waist-high walls or around corners is the ideal choice here, expecially at mid-range, as you won’t last enough to finish your opponent if you stay out in the field.
-The slow ROF makes killing single targets problematic, but you can tag more targets in quick succession for your teammates to finish, as each burst in optimal range deals slightly less than 50% damage (495 damage to be exact).
-OBIR can be used in close range if you know what you’re doing. Sprint to avoid bullets, zoom in, fire INSTANTLY, let go of zoom and sprint again. The crosshair size will be countered by the deep zoom, allowing you to sneak in a few hits. You can also hug the opponent and burst away if you’re feeling risky – don’t expect to be able to pull off a kill on an undamaged opponent though, the rate of fire is too slow.
Fragile users will go down in two bursts. Pay attention to OBIR users if you’re using it, as you’ll die in a terribly short time if the opponent lands all the bullets in both bursts.
-The FFA “Bull-shark” variant fires 4-bullets bursts that deal the same damage as an OBIR’s 3-bullets bursts. While this may make them sound technically the same, the fourth bullet in the FFA’s burst results in more recoil and bloom, meaning you could potentially miss and require extra bursts to take down targets. Add the fact that you can’t mod the weapon with Improved Rifling and that you’re carrying less overall ammo due to the Banana Magazine mod and you have a preset which isn’t that stellar. The R&D III, on the other hand, works just like a regular OBIR and is much more preferrable.

Marksman Rifles (pt.4) – And the OSCAR goes to….

OSCAR
Unlocked by: Birth (Criminals), Ernest ‘Mule’ Templeton (Enforcer), Wilde (Joker Distribution)
Price: 1-Slot – $12,750 JT700 (7-Day lease)
2-slot – $18,900
3-slot – Available on Armas Marketplace
Magazine size: 24
Spare ammo: 168
Bullets per kill: 7
Damage dropoff start: 40
Carbine version of the OBIR that fire 2-shot bursts. Generally a “fun” weapon, it can be effective in the right hands, but nobody takes it seriously.

MODDING GUIDE

ORANGE MODS
Hunting Sight – Useful, if you want to cripple the gun. You’ll lose your moving accuracy and won’t gain enough Marksmanship accuracy to make that up, as the MM reticle is bigger than the hipfire one. Using Hunting Sight 3 brings them to equal size, but your moving accuracy will resemble an ATAC, so it’s best to leave it where it is.
Reflex Sight – The gun has almost nonexistant bloom while moving and minimal bloom while sprinting. Doesn’t really help, unless you want full accuracy while sprinting.
High-Magnification Scope – This is used for snipers, not for close-range guns.

PURPLE MODS
Mobility Sling – You unlock OSCAR around R215, so you can equip Mobility Sling, AND you probably should. You’re not gonna use Marksmanship that much, but this increases the chances of survival when shooting outside of your comfort zone.
3-Point Sling – Equip it if you don’t have Mobility Sling or Reflex Sight available.
Tagger – No reason not to use it. No reason to use it either. When you unlock it you can already get MS off the marketplace, so it’s kind of pointless.

BLUE MODS
Bandolier – You use two bullets per shot, so you’re actually carrying 96 shots – still, it’s quite hard to run out of ammunition unless you spam at long range. You’re actually carrying enough for a while.
Magazine Pull – MP3 Brings the magazine from 24 to 18. Given the nature of the gun you might end up having to reload in the middle of combat – not to mention, your magazine/kill ratio goes from 3 to 2. But hey, at least it’s an even number, right?
Extended Magazine – EM3 brings magazine from 24 to 31. More ammo is good and the reload time is still acceptable (3.20s). That last lone bullet is going to feel alone though, which means you actually only get 3 more bursts, not enough for an extra kill.

RED MODS
Cooling Jacket – OSCAR works like OBIR – CJ will reduce time between actual bullets, not between bursts. Increases bloom size. Not recommended.
Improved Rifling – Weapon doesn’t bloom that fast to reach max bloom, and improved range helps in fighting rifles. This is practically needed.
Heavy Barrel – Gun has minimal bloom, not enough to justify using HB. If you miss a shot due to the bloom is probably because of the distance, at which point Heavy Barrel would probably just reduce the damage so much you’ll need an extra burst. Not to mention, any level of Heavy Barrel will raise the numbers of bullets needed to land a kill.
Muzzle Break – Gun has minimal recoil, not enough to justify MB.

The OSCAR seems the child of a threesome between the Joker SR15, the OBIR and a shotgun. It’s a fun weapon to use and is very rewarding if you have good close range aim, but since it’s unlocked pretty late in progression, you’ll be probably already used to other guns and put it aside in their favor, as anything the OSCAR does other weapons can do already.
A good setup, going by priority, is Improved Rifling 3,Mobility Sling, any other mod based on preference.

TIPS
-You MUST sprintshoot with this weapon. Being locked in a DPS race with an SMG or a rifle WILL get you killed due to the long TTK (0.8s). Therefore, you NEED your personal space. Avoid narrow corridors or crampled places. The key is to dodge what your opponent is throwing at you, not try to hit them first.
-Marksman Mode: if it’s smaller than your reticle, don’t bother. Not because you won’t hit, but because targets at that distance are probably beyond your optimal range. A target that completely fits into the MMM crosshair of a stock OSCAR already takes 5 bursts to kill.
-Corner pop and burst-fire behind cover only if you have to. The gun doesn’t deal enough damage to do that efficently, your opponent will probably reach you around your cover before you down him and he’ll be VERY angry.
-OSCAR has a comfort zone that goes from 0 to 20m. In this range you can hipfire while sprinting and land all of your bullets without much effort. Past that range, you’ll need the hand-to-eye coordination of a surgeon to deal damage in full sprintfire, as the opponents will start to become tiny specks on your screen, expecially when crouching. It IS still possible to sprintfire and hit your ideal TTK up to 40m, but you’re better off firing in Marskmanship Mode from behind cover.
-This gun is NOT for crowd control. Facing more than one opponent is going to be troublesome. If your mission requires you to do this, get a shotgun.

Marksman Rifles (pt.5) – I spent 8 millions for a Joker Carbine

VBR
Sold by: ARMAS Marketplace
Magazine size: 21
Spare ammo: 148
Bullets per kill: 6
Damage dropoff start: 40m
Semiautomatic rifle aimed for close-mid range fighting. Wait, doesn’t this seem familiar?

PRESETS
“Huntress” – Chambered Rounds, Open Slot
Rare prize from Joker Mystery Box 14.

MODDING GUIDE

ORANGE MODS
Hunting Sight – Just like the Carbine, this gun has great moving accuracy, and despite the great Marksmanship accuracy it has limited range, thus making Hunting Sight a bit pointless as you’ll try to reach into a range you don’t belong to. It can help if you plan to use it like a semiauto N-TEC, but it doesn’t have the range to back it up.
Reflex Sight – Negligible downside, but doesn’t really help with moving accuracy.
High-Magnification Scope – oh oh oh no

PURPLE MODS
Refer to Joker Carbine. The two weapons are very similar.

BLUE MODS
The currently released presets come with an in-built blue mod.

RED MODS
Cooling Jacket – Despite the negligible TTK difference, tapfiring will be easier, to the point that with CJ3 your VBR will fire as fast as you click the mouse. The strong accuracy loss will be even stronger, making you reach max bloom very quickly, but if you’re fighting in an enclosed space, by all means, put your index finger on M1 and go nuts.
Improved Rifling – The VBR has great MMM accuracy, and Improved Rifling can bring its range up to 47m – which, despite still being pretty short, is respectable.
Heavy Barrel – Even the lowest level increases TTK. Not recommended.
Muzzle Break – The weapon has little recoil.

The VBR is the Colby .45 to the Carbine’s FBW: it has good moving accuracy with great MMM to help you harass targets at mid range while still being a force to be reckoned with in mobile close combat and a shorter TTK, but the strong accuracy loss paired with the limited range basically turn it into an alternative to the Carbine that isn’t much different from the original when it comes to usage and battle effectiveness. Pick it up if you like hunting rifles and want a gun that both looks good and performs well, but a Carbine can do the same job and is actually better at hipfiring.
Since the only version available at this moment has a single slot, you can put Improved Rifling 3 on it to take advantage of the improved accuracy in Marksmanship.

TIPS
-This weapon plays similarly to the Colby .45 AP. Avoid sprintfiring except in very close range (sprinting accuracy isn’t as good as the Carbine) and try to control your fire rate when fighting opponent at the edge of your range, as it’s very easy to lose control of your accuracy if you push it too far.
-The pre-built mod on the Huntress make it very easy to reload during battles in moments of temporary cover.

Light Machine Guns (pt.1) – The SHAW must go on

These weapons are born to spew lead all over the place as fast as humanly possible, covering opponents in bullets before they have time to react. You will have to be completely stationary when firing though, as even the slightest movement will give your machine-gun a barn sized spread. This is a heavy weapon, and will slow you down.

ROLE: Machine Gunner
ITEMS UNLOCKED: slotted SHAW 556, slotted ALIG 762, Extended Magazine modification, Bandolier modification, “Machine Gunner” titles, Chrome skin for light machine guns

TOTAL KILLS TO LEVEL UP:
Lv1 – 12
Lv2 – 30
Lv3 – 50
Lv4 – 100
Lv5 – 200
Lv6 – 400
Lv7 – 650
Lv8 – 825
Lv9 – 1150
Lv10 – 1500
Lv11 – 2000
Lv12 – 2500
Lv13 – 3000
Lv14 – 5000
Lv15 – 10000
Lv16 – 20000

SHAW 556
Unlocked by: Veronika Lee (Criminal), Chung-Hee (Enforcer)
Price: Stock – $3,750
1-Slot – $12,750
2-Slot – $19,500
3-Slot – $24,750
Magazine size: 100
Spare ammo: 200
Bullets per kill: 8
Damage dropoff start: 70m
The ultimate turret weapon, the SHAW 556 has an incredible rate of fire and the shorter TTK in the game, offset by the the incredible and unpredictable horizontal recoil. If you think you can handle it, give this baby a go. NOTE: as with the HVR, this is a heavy weapon – it will slow down your movement!

PRESETS
“Badger” – Heavy Barrel 1, $8,026
“Wolf” – Heavy Barrel 2, 3-Point Sling 1, $12,750
“Lion” – Heavy Barrel 3, 3-Point Sling 2, Hunting Sight 1 $19,500
“Bear” – Heavy Barrel 3, 3-Point Sling 3, Hunting Sight 2, $24,750
“First Blood” – Hunting Sight 3, Heavy Barrel 3, Magazine Pull 3, Armas Marketplace

MODDING GUIDE

ORANGE MODS

Hunting Sight – You will fire this weapon mostly while crouched and stationary, zoomed or not. This will help you engage targets at longer ranges, but will make your recoil more noticeable at the same time. Works great with Muzzle Brake.
Reflex Sight – SHAW has mediocre accuracy while moving. It’s good enough to be reliable when firing at melee range, but not decent enough to justify Reflex Sight. Helps Marksman in close ranges due to the wider zoom.

PURPLE MODS
Mobility Sling – Useless due to the huge bloom while moving in Marksmanship.
3-Point Sling – As with sniper, you’ll be switching weapons a lot to move quickly between defense spots, so this helps a lot.
Tagger – SHAW rounds do not hard enough to justify a Tagger. 3-Point sling is the clear winner of Purple mods here.

BLUE MODS
Bandolier – 200 extra ammo aren’t enough for this weapon, expecially if you attempt suppression fire or try to take down vehicles (hint: don’t), and switching to SHAW doesn’t take a very long time, as you’ll have to resupply only two extra magazines. Then again, Bandolier 3 gives you a single extra magazine, so it might not be worth the extra resupply time. Just make a trip to a Joker Machine or have a teammate drop a resupply box.
Magazine Pull – This mod works great on the SHAW, making the reload much faster while still giving you enough bullets to take down multiple opponents in a row (Magazine Pull 3 gives you 75 ammo and makes your reload faster than an N-TEC). If you reload between kills and don’t fire for extended periods of time you’ll do great.
Extended Magazine – the SHAW magazine has enough bullets to justify not using Extended Magazine, and the long reload time means that at higher level your resupply time will almost double for an extra 30 bullets. Not recommended.

RED MODS

Cooling Jacket – The SHAW’s strength relies in the extremely fast accuracy recovery between shots, which makes its crosshair size very stable and small enough to keep up with assault rifles. Cooling Jacket will break that balance, increasing the crosshair size for a mere 0.04s decrease in TTK. Still, it has a positive side effect – as the recoil is directly linked to fire rate, that slight increase means your gun will probably right itself more often due to the horizontal recoil basically fighting itself at a higher speed.
Either way, not really recommended outside of close range, unless you just want more dakka.
Improved Rifling – This weapon has a 70m dropoff and at that distance it’s already pretty inaccurate. Not really recommended.
Heavy Barrel – Will ruin your TTK, as even Heavy Barrel 1 requires you to land more hits to kill. Weapon gets max bloom as soon as you start firing. Not useful.
Muzzle Break – This mod was made for the SHAW. Muzzle Break will increase the almost-nonexistant vertical recoil while making your horizontal recoil easier to control, making the gun far easier to use in mid-range.

The SHAW is a powerful weapon. Its long dropoff range, great mid-long range accuracy and fast fire rate makes it a threat even at longer ranges, as long as you burstfire – and its incredibly short TTK (0.5s) will make anything that engages you in close quarters vanish into a puff of red clouds. The only problem – you have to be completely stationary while firing. Given that you’ll be facing assault rifles and close-quarters enemies more than everything else, it’s a huge disadvantage, making this weapon hard to use, but very rewarding if played right.
A good setup for the SHAW is 3-Point Sling 3, Hunting Sight 3, Magazine Pull 3. Replace one of those mods with Muzzle Break (Horizontal) as soon as you unlock it.


TIPS

-If you face a single opponent at melee range, hipfiring while moving can still be effective. If you have to face multiple opponents in close range, crouch and hold fire – but don’t go Marksmanship, as the zoom will make it harder for you to keep track of your opponents.
-Of course, mixing the two above tactics can be useful to play mind tricks. Move for a second or two, stationary crouch, get up, repeat, all of this at extreme close range while holding the Fire button. Most people will aim for the chest, a sudden crouch will throw them off, and by the time they’re aiming at your legs you’ll be up and moving again.
-This gun works great with both Kevlar and Fragile – Kevlar will increase your survivability against SMGs and generally make you harder to kill in defense situations, while Fragile will make you able to play a more offense-oriented SHAW, as you’ll be able to keep up with your group with your primary equipped and the short TTK will make up for your missing health.
-The SHAW can make some pretty decent cover/suppression against full-auto weapons. The low damage per round makes it a poor choice if your opponent is using weapons like shotguns or burst rifles that allow cornerpopping, though. Remember: always call for a teammate to finish your kill, because your opponent might be cooking a grenade behind cover, or just waiting for you to change magazine!
-Don’t reload until you have spent at least 60% of your clip. SHAW has a huge clip and a long reload time, reloading after every kill will make it easy to catch you with your pants down.
-It’s a good idea to use a stock SHAW until you get the number of slots you want for your modded one. Avoid the presets, as Heavy Barrel breaks the weapon. This applies to the “First Blood”, too – if you want to spend money on a SHAW, get the 3-slot, as it costs the same amount of cash shop currency and can be modded at your heart’s content.

Light Machine Guns (pt.2) – The Noob Trap

ALIG 762
Unlocked by: Britney Bloodrose (Criminal), Ty Durrant (Enforcer)
Price: Stock – $3,676
1-Slot – $12,600
2-Slot – $18,750
3-Slot – $24,000
Magazine size: 75
Spare ammo: 225
Bullets per kill: 5
Damage dropoff start: 70m
An antimaterial LMG, the ALIG is one of the quickest weapons when it comes to deal hard damage, and it wrecks cars in a matter of instants. Note: as with the SHAW, this weapon will slow your movement and cannot be fired out of car windows.

PRESETS
“Commando 76Two R1” – Heavy Barrel 1, $7,950
“Commando 76Two R2” – Heavy Barrel 2, 3-Point Sling 1, $12,600
“Commando 76Two R3” – Heavy Barrel 3, 3-Point Sling 2, Hunting Sight 1, $18,750
“Commando 76Two R4” – Heavy Barrel 3, 3-Point Sling 3, Hunting Sight 2, $24,000
“Surefire” – Hunting Sight 3, Cooling Jacket 3, Magazine Pull 3, Armas Marketplace

VARIANTS
CASE “The K.O.” – 3 open slots, Armas Marketplace
M60 reskin of the ALIG.

MODDING GUIDE

ORANGE MODS
Hunting Sight – As with the SHAW, this weapon must be fired while stationary, crouched, while zooming in.
Reflex Sight – This weapon has terrible moving accuracy, and the low fire rate doesn’t make it as good as close range as the SHAW.
High-Magnification Scope – Deeper zoom makes tracking targets harder at closer ranges – expecially fast moving targets like vehicles. If a car zooms past you while you have HMS equipped, chances are you’ll have to get out of Marksmanship and zoom in again, potentially costing you a mission phase during vehicle missions.

PURPLE MODS
Mobility Sling – As with the SHAW, moving while in markmanship can have terrible results. Useless at best.
3-Point Sling – You’ll be relying a lot on your secondary, as the ALIG is not very strong against people unless it’s heavily modded.
Tagger – Tagger doesn’t work on vehicles.

BLUE MODS
Bandolier – This weapon has plenty of ammunition and the slow fire rate makes it hard to waste ammo.
Magazine Pull – You can down tougher vehicles with 20 bullets, and a faster reload always helps if you suddenly have to reload while an enemy car is coming.
Extended Magazine – This will give you a very long reload time – but at higher levels you’ll almost have 100 bullets per mag (97 with Extended Magazine 3). There’s not really need for all that ammo, still it’s a matter of preference.

RED MODS
Cooling Jacket – Cooling Jacket will actually make for a visible difference in fire rate with not much of a downside, as you hit max bloom as soon as you start firing.
Improved Rifling – Differently from the SHAW, this weapon WILL reach maximum bloom during continued firing. Improved rifling will allow you to damage targets at longer ranges but you’ll need to tapfire.
Heavy Barrel – Another good mod if you want to go anti-personnel instead of anti-vehicular. Heavy Barrel 2 will make your crosshair quite smaller without increasing your TTK. Your damage against vehicles will be reduced though.
Muzzle Break – The ALIG has the same recoil pattern as the SHAW, but the lower fire rate makes it easier to handle. Doesn’t really help.

The ALIG is a newbie trap – if you see a lowbie carrying it, it’s because he went after the biggest weapon available at their level. In reality, it’s far easier to use than the SHAW and a far more forgiving weapon thanks to the low recoil, but quite inaccurate past close range since it’s intended for huge targets. The TTK is slightly higher than rifles and the likes, but the high damage per bullet and huge magazine make it for a good support weapon. All in all, this feel like an heavier N-TEC.
Still, remember: it’s an antivehicular – and a very good one – you’re not supposed to go after people!
Hunting Sight 3, 3-Point Sling 3 and a mod of your choice make for a good, versatile weapon. Cooling Jacket 3 will make for a visible increase in fire rate, while Heavy Barrel 2 will allow you to land more shots at a slight damage cost.

TIPS
Car Surfer + modded ALIG: you’ll see plenty of high-level players pull this off during car chases, or in most missions that involve vehicles. It’s a very effective tactic; If you go up against it, getting a surfer on your own would be the better choice, but if you can’t afford to do so a sniper on the ground tagging the surfer along with a gunner on a car will make short work of him.
-Sneaking ALIG hits while firing at a vehicle with your whole team will usually catch the enemy by surprise. It’s an underdog weapon – most players won’t notice you’re using it until it’s too late.
-The ALIG is actually more effective than the SHAW at suppressing opponents in close range with fullauto due to higher damage per round. Don’t try to do that past 20m though, as the low generally accuracy (remember, it’s made to hit targets much bigger than players) will give you problems. However, with proper tapping, you can easily and accurately hit targets up to 60m.

Light Machine Guns (pt.3) – Ceci n’est pas une LMG

N-SSW 74
Sold by: Armas Marketplace, Wilde (Joker Distribution)
Price:
1-Slot: JT900, $7,500
3-Slot: JT2000, $23,000
Magazine size: 45
Spare ammo: 225
Bullets per kill: 6
Damage dropoff start: 65m
An LMG based off the N-TEC. Allowing user for higher mobility than other LMGs, it’s an easy to use an alternative to both the SHAW and the ALIG while looking like an overgrown N-TEC.


PRESETS

“Kraken” – Hunting Sight 3, Cooling Jacket 3, Extended Magazine 3, Armas Marketplace
Uses an exclusive model with a drum magazine.

VARIANTS
VAS SW2: Reskin of the N-SSW that looks like an L86. Comes in three different flavours each one with its model and mod setup.

MODDING GUIDE

ORANGE MODS
Hunting Sight: As the weapon is used mainly in marksmanship mode, this is pretty much needed.
Reflex Sight: This weapon has terrible running accuracy and Reflex Sight doesn’t really help on that front.

PURPLE MODS
Mobility Sling: Very useful to retreat behind cover while still shooting, as the N-SSW has a much better walking accuracy than other LMGs. Also, the N-SSW has a better walking speed than the SHAW/ALIG (roughly between a Marksmanship Rifle and an Assault Rifle), meaning that you can both actually move while shooting and actually land bullets.
3-Point Sling: The faster run speed means you won’t be switching weapon as often as a SHAW or an ALIG, so this mod isn’t as crucial, although the equip time is the same.
Tagger: A nice thing to have, but there are mods that have higher priority.

BLUE MODS
Bandolier: 225 ammo is enough for this weapon, there isn’t really a reason why you should carry more.
Magazine Pull: Higher level brings total ammo count to 33 while cutting the reload time, effectively mimicking the N-TEC while giving you quite a boost in reload speed. You don’t really need this as the reload time is quick enough, but if you have an open slot, eh, might as well go with it.
Extended Magazine: Kills the reload time while not giving you much of an advantage, as the base magazine is big enough for spam/suppression purposes and the little extra ammo you get isn’t a good tradeoff.

RED MODS
Cooling Jacket: Will improve close range and bring TTK in line with other weapons, but it will ruin the weapon’s mid-range. Tapfiring with it is not efficient, as the accuracy gain is not as fast as the N-TEC, meaning that even by clicking at the exact moment the crosshair closes you won’t get any rate of fire gain.
Improved Rifling: This weapon has pretty good single shot and burst accuracy, but already has mid-long range pretty covered thanks to the 70m range dropoff, so IR is not really needed.
Heavy Barrel: The SSW is quite accurate even when firing for prolonged amounts of time. Heavy Barrel 2 will effectively kill the bloom allowing you to hold down M1 at longer ranges and drop people with little effort without adding any extra bullet. Damage past your range will drop sharply, but you can already cover 3/4 of the draw distance with no effort.
Muzzle Brake: This weapon has tame vertical and horizontal recoil and you’ll have little trouble fighting it, Muzzle Brake is not very useful.

The N-SSW is the missing link between the N-TEC and the ALIG, trading antivehicular capabilities for a faster fire rate, more accuracy and better mobility.
Even with the long TTK, the other stats more than make up for it, allowing you to fire for sustained periods of time connecting with all bullets.
On the other hand, though, it fall short as an LMG as the ALIG is a better antivehicular and the SHAW does the same job, but faster. All in all, it’s a poor LMG, but a great assault rifle.
The 3-slot can be modded just like an N-TEC – Hunting Sight 3, Mobility Sling/Blue Mod and Heavy Barrel 2. For the 1-slot, just add Heavy Barrel 2 for maximum accuracy during sustained fire.

TIPS
-Bring a close range secondary with you – the long TTK along with the terrible moving accuracy will be your greatest enemies if you go against SMGs or shotgun, as you’ll be forced to stay stationary while not being able to keep up in speed. Equipping a weapon for close-quarters defense like the PDW or the N-FA9 is therefore a good idea.
-You can’t shoot this weapon out of car windows, despite the higher mobility.
-As opposed to other LMGs, the N-SSW will slow your character down only by a small percentage – 10% less than normal sprint speed. Following your teammates and getting into position is therefore much easier, and you don’t have to worry about switching weapons to run unless you really, really, really need to move as quick as possible.
-Play this weapon as you would play an N-TEC and add an extra dose of caution. At longer ranges just hold down M1 instead of tapfiring.
-The N-SSW deals quite decent hard damage at a good RoF, but it’s hard to take down an undamaged vehicle with it. You can disable small-medium cars quite easily, but bigger cars may need more than half a magazine before blowing up, and tougher cars (Pioneer, Espacio, Mhuller Benz) require more than a full magazine, meaning that an opponent has all the time he needs to jump in, charge into your position and get out before their car even catches on fire. Bottom line: go after cars only if you have a teammate supporting you, otherwise it’s a waste of ammo.

Explosives (pt.1) – The noob tube

A collection of weapons born to blow stuff up. Exploding vehicles, taking out entrenched opponents, surprising enemies with death from above, you call it. Very expensive and unlocked pretty late in progression, but the extra firepower they give to your character makes a worth thing to have and master.
P.S. You can actually get these weapons pretty early in progression by purchasing the Golden OSMAW from Wilde and leveling up your Demolitions role with it, unlocking the 1-slot versions. They’re pretty expensive to buy and mantain though, so it’s not recommended until you can get a good cash flow in.

ROLE: Demolitions
ITEMS UNLOCKED: slotted O-PGL, slotted OSMAW,”Demo-Man” titles, Chrome skin for explosive weapons
TOTAL KILLS TO LEVEL UP:
Lv1 – 12
Lv2 – 30
Lv3 – 150
Lv4 – 500
Lv5 – 1000
Lv6 – 2000

OSMAW
Unlocked by: Arlon Benjamin (Criminals), Orlenz Moretti (Enforcer)
Price: Stock – $16,500
1-Slot – $27,000
2-Slot – $30,000
3-Slot – $33,000
Magazine size: 1
Spare ammo: 3
Bullets per kill: 1
Splash damage radius: 10m
1-shot radius: 2.4m
Fuse timer: 3s
A standard shoulder-mounted launcher firing very fast and destructive rockets, with a huge splash damage range. Has a 1.75 seconds of windup time before firing.

VARIANTS
“BASTARD”
A very rare sighting, awarded to Genobee on the Joker server as the winner of the “Butcher” contest. Permanent 3-slot OSMAW with clown skin. If you see it, screen or it didn’t happen.
Golden OSMAW NCFP3 – $30,000 JT2500
Golden 3-slot OSMAW sold by Wilde at Joker Distribution.

MODDING GUIDE

ORANGE MODS
Hunting Sight – May be useful for the deeper zoom, but it won’t help with accuracy.
Reflex Sight – Not used unless for TROLLBUILDS.
High-Magnification Scope – Same as Hunting Sight.

PURPLE MODS
Mobility Sling – You don’t need to fire this weapon while looking down sights so this mod doesn’t help.
3-Point Sling – Makes equip time practically instant. You’ll have to switch in and out pretty often to move around, as the OSMAW forces you into walking speed. Good help.
Tagger – Firing a rocket in the middle of an opponent group tagging them all. Sounds nice, right? Too bad it doesn’t work – Tagger doesn’t do anything on explosive weapons.

BLUE MODS
Bandolier – Bandolier 2 gives you 1 extra rocket, which can come in handy. Bandolier 3 still gives you 1 rocket while increasing resupply time, so stop at level 2.
Magazine Pull – This will bug the weapon, giving it 0 ammo in the barrel and making it unable to fire. Don’t use it.
Extended Magazine – Although it would be awesome to fire two rockets in rapid succession, Extended Magazine does nothing on the OSMAW, except for slowing down its reload animation.

RED MODS
Cooling Jacket – Does nothing, as the wind-up timer prevents shooting multiple rockets in a row. Besides, it’s got a single rocket for each magazine. You can’t get any faster than that.
Improved Rifling – The rocket does not have dropoff range, and Improved Rifling does not increase splash damage.
Heavy Barrel – Weapon has no bloom.
Muzzle Break – Weapon has no recoil.

The ultimate anti-vehicular weapon, the OSMAW will be a pain in the butt to anyone during vehicle drop, car chases, item holds, and general deathmatches even if the opposition does not know what they’re doing. The rockets fly very fast (twice the speed of the fastest car), hit hard, and the 1-shot kill radius is wide enough to easily kill opponents by mere splash damage – but the long wind-up makes it a double-edged sword and makes using it in the open a gamble. It’s considered a “noob tube” because it’s the biggest newbie trap in the game – learning how to counter it correctly is probably the first thing you’ll have to do, as you’ll be facing higher rated players a lot and there are no restrictions on what they can bring to a fight.
The best possible setup requires the two-slot OSMAW, and consists in 3-Point Sling 3 and Bandolier 2. All the other mods will have no effect on the weapon so it’s best to leave them alone.

TIPS
-OSMAW won’t be able to one-shot the following cars if they get hit while in pristine condition: Patriot Vegas, Patriot T-25, Dolton Montane, Packer Ceresco, Dolton Fresno. Mind you, they will be brought to critical and blow up after a few pistol shots, but you will have enough time to bail out and take down the rocket launcher before that happens. The Nulander Pioneer, Seiyo Espacio and Benz Mhuller M1 can take a direct hit and require more than a few bullets to go down.The Balkan Kolva (dumptruck) can tank up to three rockets before blowing up.
-Learn to anticipate your opponent moves. The rocket has a travel time, so aiming at a moving enemy car will result in a miss unless they’re coming straight for you – in which case, switch to your secondary and move quickly, as the flaming wreck can still run you over!
-Rockets have a 3-second fuse, which means that they’ll explode by themselves if they don’t hit anything before the timer runs out. By taking the speed into account, they will travel 142m before exploding. You can pull off some surprise kills at that distance during Takeouts and VIP phases. You can also have the rocket explode directly over an opponent’s head and kill them if they’re roof camping.
-The wind-up sound will warn all of your opponents of what you are trying to do, and the timer is long enough for you to get killed by most weapons before firing your rocket. Make use of proper cover to negate the disadvantage, and try not to shoot yourself in the face.
-The Steel Plating vehicle modification does NOT reduce the damage caused by OSMAW rockets.
-Don’t fire while jumping – your rocket will spiral out!
-OSMAW ammo costs $100 per rocket, making it the most expensive weapon to fire. Make sure you have the cash.
-If you’re facing an OSMAW user while on foot, get to the higher ground and stay away from walls and fences. Most OSMAW users will go for splash damage kills over direct hits, and since their actions are telegraphed away by the windup sound (and by the incredibly bright light followed by a trail of smoke coming at you, if you prefer a visual warning), dodging missiles is a breeze if they don’t have any surface to splash damage on. It’s a good idea to stay away from closed doors too – splash damage goes through them!
-If you see a Car Surfer with an OSMAW get in a high-mobility car like the Mikro or the Vaquero and have a gunner ready. The rockets can be dodged easily when you know they’re coming (again, wind-up sound), at which point your gunner can rip the demoman to shreds before they reload.
-Another good (albet suicide) tactic is to get as close as possible to the opponent’s car and get blown up in its immediate vicinity. This will result in a death for your team (yours), but the demoman will probably kill himself and destroy or disable his partner’s car. The Explosives vehicle mod makes this somewhat more effective.

Explosives (pt.2) – How to not nade yourself in the face

O-PGL 79R
Unlocked by: Michael Simeone (Criminals), Justin Teng (Enforcers)
Price: Stock – $15,000
1-Slot – $27,000
2-Slot – $30,000
3-Slot – $33,000
Magazine size: 4
Spare ammo: 12
Bullets per kill: 1
Splash damage radius: 7m
1-shot radius: 2m
Fuse timer: 5s
A grenade launcher with a rotating drum magazine. Grenades will bounce off players and walls and have a fuse of 5 seconds. Great for mortar firing and damaging entrenched opponents.


MODDING GUIDE

ORANGE MODS
This weapon does not require sights, as the grenade trajectory is not directly influenced by accuracy.

PURPLE MODS
Mobility Sling – Not really useful, as you will be rarely zooming in.
3-Point Sling – Weapon has a pretty long equip time, so this can be helpful. Give it lower priority over other mods, though.
Tagger – As with the OSMAW, Tagger doesn’t work on explosive weapons, making it a waste of a slot.

BLUE MODS
Bandolier – Bandolier 3 will give you 6 extra grenades for more boomy goodness. Still, it’s better to have an ammo supply ready while using the O-PGL (expecially if you can’t see where your opponent is and are firing for area negation purposes), but if you do not have one, this is the mod to go.
Magazine Pull – All Magazine Pull levels will take one grenade away from your launcher, so if you want to use it just slap Magazine Pull 3 on it and enjoy the faster reload.
Extended Magazine – The only Extended Magazine that has any effect on the O-PGL is Extended Magazine 3, crippling your reload time for one extra nade. Not recommended.

RED MODS
Cooling Jacket – Increases your fire rate a bit with no effective downside.
Improved Rifling – No effect.
Heavy Barrel – No effect.
Muzzle Break – No effect.

The O-PGL is very good for taking out opponents entrenched in closed areas – it’s a great weapon to force them out of cover, allowing your teammates to finish them off, and it can clean up rooms very quickly. True mastery comes from mortar firing though, as your grenades will fly pretty far allowing you to damage and kill enemies that hide on roofs and camping spots. It can be very easy or very hard to use depending on what you use it for, but one thing is for sure: this gun is a blast. (AH AH PUN)
A good working setup with this weapon is Cooling Jacket 3, 3-Point Sling 3, Bandolier 3/Magazine Pull 3.

TIPS
-Grenades will bounce for 5 seconds, at which point they’ll explode on contact. Make good use of that for longer ranged shots.
-General grenade launcher trickshots work great with the O-PGL. Make your nades bounce off walls, on the ground, on ceilings, to have them detonate as close as possible to your opponents. If you’re getting rushed, shoot directly on the ground, backpedal, and hope for the best.
-Don’t expect to 1-shot easily with this weapon – the small 1-shot radius means that your nade has to explode basically next to your enemy to kill them. Focus on tagging enemies to help your team.
-It’s generally a good idea to equip Flak Jacket (Decreases damage taken from explosion by 40%) if you’re planning to use this gun in close quarters, just in case you misfire. Flak Jacket also works if you’re opposed to a grenade launcher as it will negate a good portion of the damage you’ll take, allowing you to survive at least an extra nade in all situations and making for easier rushing.
-Don’t aim directly at your opponents – grenades will bounce off player characters and civilians!
-Mortar firing is a very efficient tactic for taking stationary opponents at mid-long range such as snipers. Fire one or two grenades at them, then switch to your secondary and tag them a bit to make your grenades work easier. With skill (and a bit of luck) they’ll go down easily.
-O-PGL users can be countered by bumrushing. Equip a close-range weapon and try to get as close as possible before firing. Take care when running around corners and try to catch them in open areas where trickshots are hard to pull off.
-If you find some safe cover, check your opponent’s mod setup and count your opponent’s nades before rushing them. Rush as soon as they fire their last nade in a magazine. Watch out if grenades don’t come for a while – it does not always mean they’re reloading!
-As with the OSMAW, stay away from closed doors, as grenades can splash damage through them.

Explosives (Pt.3) – Rainbow Warfare

[/previewimg]AAEPD
Sold by: ARMAS Marketplace
Magazine size: 2
Spare ammo: 10
Bullets per kill: 2
Splash damage radius: 7.5m
Full damage radius: 2m
Fuse timer: 3s
A rocket launcher that fires two rockets in a quick succession that have a slightly arched trajectory and gain damage as they fly. Has a 1.25 seconds of windup time before firing.

VARIANTS
“Volcano JC” – Micro Rockets, Open slot
Available as a rare prize from Joker Mystery Box 13

MODDING GUIDE

ORANGE MODS
Refer to the OSMAW section.

PURPLE MODS
Refer to the OSMAW section.

BLUE MODS
This weapon comes with a preset blue mod.

RED MODS
Cooling Jacket – Makes you fire your second rocket quicker, which can be useful as you spend less time exposed to enemy fire.
Improved Rifling – This doesn’t really have any effect.
Heavy Barrel – Weapon has no bloom.
Muzzle Break – Weapon has no recoil.

An OSMAW variant, the AAEPD is in a bizarre position – while easier to hit people and recover from missed shots thanks to the two rockets, the need to fire twice forces you to stay open to enemy fire for a longer time and makes it harder to kill cars that are passing by, as you’ll be forced to take aim quickly to avoid missing your second shot. At the end of the day it’s harder to use than the OSMAW but it’s far from a novelty weapon.
You can mod it with 3-Point Sling for faster equip or Cooling Jacket to reduce exposure time, based on your preference.

TIPS
-AAEPD rockets follow a slightly curved trajectory. By firing straight in front of you, your rockets will hit the ground around 90m. They also have a distinctive, fireworks-like sound, but it’s usually too late to dodge if you hear one coming your way.
-Rocket damage increases with distance. Not only this makes it impossible to one shot yourself while corner popping even with Fragile (although you can get up to a whopping 700 damage if you land both rockets on your nose), but it also means that past a certain distance it’s possible to one-shot opponents, and it’s easy to destroy a vehicle that would survive an OSMAW rocket by grazing it twice.The minimum distance to obtain a 2-shot kill on a player is 20m, while one-shot distance is 84m. Soft damage won’t increase past that range so it’s impossible to one-shot Kevlar users.
-The wind-up timer, along with the second missile, takes the TTK up to 2 seconds, which can become even longer if you add in the rockets travel time. This makes the gun very unviable at rifle range if you have no cover, not mentioning that targets closer than 20m will not get 2-shot. As thus, this weapon requires proper positioning as opposed to the fire-and-forget tactics of the OSMAW.
-This weapon is great for area negation, suppression and spamming missiles at groups of people.

THE COP ROLE AND LTL

Before getting into detail with LTL weaponry, let’s explain how the arrest system works.

STAMINA SYSTEM
Each character has 1000 stamina by default. Falling deals stamina damage (along with health, which can be negated by the Happy Landings mod), actions like sprinting slow down your stamina regeneration. When your stamina is depleted, your character gets stunned and (if Criminal) can be arrested by Enforcer players.
Most lethal weapons deal minimal stamina damage, while explosions can take a good chunk of your stamina away and even stun if you’re unfortunate enough to survive. A stun will show up on the kill feed with a very recognizable orange lightning icon instead of a weapon icon.

WHAT IS LTL?
LTL (Less Than Lethal) is a line of weapons available to Enforcers which focus on Stamina damage as opposed to Health damage. They can be recognized on the fly in scoreboard, vendor screen and kill feed, as they have an orange icon instead of the standard white one.
They are generally weaker than lethal weaponry thanks to a long time to stun, low ammo count, limited versatility and pathetic hard damage, but they allow enforcers to arrest their targets for quite a sum of money.

ARRESTING EXPLAINED
Once an Enforcer character stuns a Criminal character, they are required to get close to their opponent and press the Action button (default F) to perform an arrest and finalize their frag. An action circle will come on the screen along with an animation, after which the Criminal character will be handcuffed, count as Arrested and be unable to move until the Arrest timer runs out (10 secs). Other criminals can come along and free their teammate by getting close to their back and using the Action button, allowing them to spring back into action right away instead of being respawned.
Arresting can be hard, but it’s very rewarding when it comes to APB$ gain – a stun+arrest combo can give the enforcer up to $200 instead of the usual $30.
NOTE: if a player is arrested, freed, and arrested again, it will not count as an arrest on the score board and will not progress towards the Cop role until the player dies or gets respawned. This is to avoid farming the same people over and over.

PLAYING LTL: THE COP SETUP
Playing LTL requires a good coordinated team, as even the most skilled of cops can lose 1vs1 direct confrontation if they rely on LTL alone. Therefore, teamplay is not only encouraged, but required if you want to be effective with LTL weaponry.
A few useful tips include:
-Don’t play with a full LTL setup in your team – remember, you might be forced to kill your stuns if they get backup. Therefore, each player in your team should have at least a lethal weapon to take care of those cases, be it primary, secondary or grenades. A few weapons deal high stamina damage along with health damage, namely shotguns, DMR and OCA Nano – not to mention that every grenade type will eat stamina up like nothing.
-Same goes with hard damage – if you go full LTL, you will be a sitting duck against vehicles, therefore having a player on your team with a weapon that can quickly disable vehicles (JG840, DMR-AV) can make things much easier.
-Make sure to kill your stuns if you cannot arrest them – if a Criminal stays stunned for too long they’ll get back up and gain immunity to stamina damage for a few seconds!
-Arrested players make good bait. Keep your arrest under sight while hiding, and intervene quickly if somebody tries to set them free.
-Play with the right mindset. You’re not playing to win, you’re trying to level up your Cop role. Therefore, don’t get angry if you lose missions. Don’t rage if you can’t get arrests, too – you’re playing with underpowered weapons, you’re in for a hard time.
-Coordinate with your teammates via voicechat and call your targets for quicker stuns. You can’t put Tagger on LTL weaponry, so you have to rely on the old fashioned way.
-LTL ammo is expensive, so make sure to arrest people to make up for the cost.
-Purchasing high level handcuffs off the Marketplace before leveling up Cop (or borrowing them from a friend) is a good idea. High level handcuffs will cut the arrest animation time up to 40%, making it far easier to arrest people under risky situations.
-Playing in bigger groups is discouraged, as it increases the chance of running up against premade groups – which are far harder to face when using LTL. A small group of 2 players works fine.
-If you’re focused on winning, play the whole mission with LTL and switch to lethal during the second-to-last phase.

PLAYING AGAINST LTL: THE CRIMINAL MIND
LTL is another noob trap, as most newbie criminals will usually get stunned and arrested before they have an idea of what happened and consider the weapon overpowered. This section attempts to provide tips for the non-experts for facing LTL.
-Your weapon is stronger. ANY weapon is stronger than LTL. LTL is NOT overpowered, get over it. Enforcers cannot make long-ranged arrests, are vulnerable during the whole arrest animation and have to deal with unfavorable mod setups, as LTL weaponry cannot be modded. Criminals respawn as soon as the arrest timer runs out with no respawn timer, and can be freed anytime after they get arrested. If you have trouble dealing with LTL weaponry you need to practice more.
-The biggest enemy of LTL weaponry? Cars. As long as you stay in a car, nothing can stun you, and the pathetic hard damage of LTL will do nothing to your vehicle. Get out as soon as your opponent starts cooking a grenade and mow them down before they do anything.
-Don’t jump down ledges, use ladders. Falling deals considerable stamina damage and makes stuns far easier.
-Don’t use weapons that rely on high mobility like shotguns, Carbine or OSCAR: the more stamina damage you take, the more your character will slow down, eventually being unable to sprint.
-If you see an arrested teammate, check for nearby cops before attempting to free them. There is nothing more humiliating than to start freeing a teammate only to get 1-shot stunned by a tear gas grenade.
-Health mods will not increase your stamina, so feel free to put Fragile on if you think it’s gonna help you.
-There is a rumor saying that crouching speeds up stamina regeneration. This needs to be confirmed.

Now that you understand the basics, let’s get into the world of LTL weaponry. Tips will include advice on both using and countering LTL weaponry.

ROLE:COP (Enforcer Only)
ITEMS UNLOCKED: preset Stabba-CCGs, preset Stabba-NL9s, preset Stabba-TG8, prest Stabba-PIG, Stun Grenades, OPGL-CD, Car sirens, Handcuff upgrades, Enforcer-themed clothing (Cop hat, Uniform shirt, Police badges), “Cop” titles, Chrome skin for LTL weaponry

TOTAL KILLS TO LEVEL UP:

Lv1 – 12
Lv2 – 30
Lv3 – 50
Lv4 – 100
Lv5 – 150
Lv6 – 200
Lv7 – 250
Lv8 – 300
Lv9 – 350
Lv10 – 400
Lv11 – 500
Lv12 – 750
Lv13 – 1000
Lv14 – 1250
Lv15 – 1500

LTL Weaponry (pt.1) – GUNS.

STABBA-CCG
Unlocked by: Chung-Hee
Price: $2,828
Magazine size: 20
Spare ammo: 80
Bullets per stun: 8
Bullets per kill: 29
Damage dropoff start: 50m
A beanbag gun with good accuracy, the CCG is the first LTL gun you’ll get, and will probably be the one you’ll commonly use to level up your Cop role.

PRESETS
“Keravnos” – Extended Magazine 1, $7,276
“Bronth” – Extended Magazine 2, Hunting Sight 1, $12,526
“Astraph”– Extended Magazine 3, Hunting Sight 2, Heavy Barrel 1, $17,850
“Zeus” – Extended Magazine 3, Hunting Sight 3, Heavy Barrel 2, $22,350

The CCG plays like a common assault rifle with good mobility – if anything, it can be considered a counterpart to the STAR. Great moving accuracy and good range make up the most versatile LTL weapon available – probably the only one.

TIPS
-Higher level presets have Heavy Barrel – which decreases health damage, but not stamina damage, making the gun far more accurate in full-auto.
-The CCG is the easiest gun in the LTL bunch to use, but it’s also very easy to mess up if you’re not careful – long reload time and the need to land almost half your mag to stun means that you might end up wasting a whole magazine without stunning anything. Soften up your target with a grenade or a PIG shot before rushing in with the CCG.

STABBA-NL9
Unlocked by: Cop Rank (Level 1)
Price: $3,150
Magazine size: 8
Spare ammo: 32
Bullets per stun: 3
Bullets per kill: 5
Damage dropoff start: 40m
Max range: 50m
Pump-action shotgun firing electric slugs over a distance.

PRESETS
“Indra” – Bandolier 1, $7,726
“Enlil” – Bandolier 2, Cooling Jacket 1, $12,526
“Inazuma” – Bandolier 3, Cooling Jacket 3, Magazine Pull 1, $18,526
“Thor” – Bandolier 3, Cooling Jacket 3, Magazine Pull 2, $23,400

While the mod setup might make the higher-level NL9 seem alright and the sprintfire is a decent way to balance its weaknesses, the NL9 has a higher time to stun than the CCG (in fact, it’s the slower gun in the game, second only to snipers!), shorter range (bullets disappear at the 50m mark, as opposed to dropoff) and an embarassingly high health damage that, while making easy for you to kill targets during emergency situations, can cause accidental kills when you don’t want to. It makes a good pair with the PIG, but you might as well use a shotgun for that matter, making this one unnecessary at best. Buy a CCG instead.

TIPS
-Leave this weapon to contacts where it’s supposed to be. Too bad, because it looks pretty cool.
-The Inazuma skips Cooling Jacket 2 and directly equips CJ3. This is not a typo. Also, NL9 presets equip two blue mods.

STABBA-TG-8
Unlocked by: Ty Durrant
Price: $1,126
Magazine size: 12
Spare ammo: 60
Bullets per stun: 6
Bullets per kill: 200 (!)
Damage dropoff start: None
Max range: 35m
Semiauto tranquilizer pistol.

PRESETS
“Thunderbolt” – Heavy Barrel 1, $7,800

The TG-8 is basically a LTL FBW. Quicker accuracy loss makes it harder to fire at full cyclic rate, still it has the fastest TTS of all LTL weaponry. If you’re good with the FBW you’ll be good with this, but the PIG makes for a better, more useful secondary.

TIPS
-Just use it as you would use an FBW, just be more careful about your aim as you have worst accuracy and less ammo to work with.
-The incredibly low health damage makes this a good choice if you’re using lethal grenades to tag targets for arrests.

STABBA-PIG
Unlocked by: Chung-Hee
Price: $1,500
Magazine size: 1
Spare ammo: 12
Bullets per stun: 2
Bullets per kill: 10
Damage dropoff start: None
Max range: 10m
Taser gun

PRESETS
“Susanowo” – 3-Point Sling 1, $9,226

The PIG is, by far, the best LTL weapon one can get. It deals an absurd stamina damage (95%!), meaning that any tagged target will be stunned with a single hit; the fast switch time makes it a great finisher, and the incredibly short range – while being troublesome in open areas – put your targets at the perfect distance to be arrested quickly and effortlessly. THIS is the LTL criminals should pay attention to.

TIPS
-Shotgun + PIG, Scout + PIG, heck, pretty much anything + PIG will produce a stun. A great (and cheap) combo includes a Percussion Grenade followup to a PIG shot – if you land the taser, the splash damage of the Percussion Nade will produce a stun that is almost instant andimpossible to avoid. The Susanowo preset works great with this thanks to 3PS, but by the time you get it, you’ll already be an expert at it.
-This makes for a great ambush weapon – lure an opponent behind a corner with a few CCG bullets and stun them as they run around it to get you, believing in an easy frag.
-The 1-shot magazine means that you can stun only a single target at a time. If you see two people coming at you, Quickswitch PIG one of them from a safe position and focus on the other. Reload immediately after arresting!
-A target tagged with this gun will not be able to sprint for quite a while, therefore making it pretty effective at disabling shotgun users.
-Shotgun + PIG will kill Fragile users.
-As a criminal, you have a very effective way to counter the PIG – stay out of melee range. The PIG bullets disappear after 10 meters, effectively turning its user into a sitting duck should they try to use it. Avoid physical contact in all situations – that’s where they want you!
-If you have to get up close and personal with a PIG user, your best bet is to use NFAS, as the quick TTK might be just enough to counter the quickswitch.

LTL Weaponry (pt.2) – Explosive stuff

O-PGL CD
Unlocked by: Cop Rank (level 15)
Price: $22,500
Magazine size: 4
Spare ammo: 8
Bullets per stun: 2
Bullets per kill: 6
Splash damage radius: 10m
Max damage radius: 1.5m
Fuse timer: 5s
Tear gas grenade launcher.

The O-PGL CD is basically an LTL version of the O-PGL 79R, albeit with a few disadvantages: no 1-shot kill, reduced extra ammo, no open slots. It would be awesome as a support weapon for an LTL group, but by the time you unlock it (max out the Cop role) you probably wouldn’t want to hear about Stabba ever again, so its usefulness is limited. You’ll probably see only a handful of these during your APB playtime, used only by high-level players to have some fun.

TIPS
-The CD rounds are highly visible, with OSMAW-like smoke particles and a flare-like tip. Any criminal will see them coming from miles away, so it’s not good for sneak attacks.
-This works just like the O-PGL – trick shots, mortar firing, everything. The lack of 1-shot stun and limited ammo make it an unreliable weapon to get arrests for yourself, but it can help an LTL team greatly – mainly because criminals don’t have a reliable way to deal stamina damage, while Enforcer do: therefore worrying about friendly fire is not your top priority.

STUN GRENADES
Unlocked by: Cop Rank (level 4)
Price: $15 per grenade
Carrying capacity: 2
Shots per stun: 1
Life damage: 250
Stamina damage: 1000
Hard Damage: 150
Splash damage radius: 6m
1-shot radius: 2m
Fuse timer: 4 sec
A tear gas grenade. These nades have 1-shot stun capabilities and, if your aim is good, are a great nade type to carry around even if you’re not focusing on arresting. Their speed and weight is identical to those of Frag nades.

TIPS
-Leave an arrested criminal somewhere where you can see it, and start cooking the nade as soon as one of his teammates starts to get closer to them. Throw the grenade right before it explodes. If done right, you’ll stun the second player, preventing him from freeing the first one and earning an extra arrest.
-These grenades deal quite the high health damage for an LTL weapon, therefore accidentally killing a wounded target is entirely possible.

And while we’re talking about nades…

Grenades and Throwing weapons (pt.1)

Who doesn’t love blowing stuff up? Grenades are a vital part of every shooter and this game makes no exception, offering players a wide variety of explosives crafted for every kind of playstyle.

ROLE: GRENADIER
ITEMS UNLOCKED: Percussion Grenades, Concussion Grenades, “Grenadier” titles
TOTAL KILLS TO LEVEL UP:
Lv1 – 12
Lv2 – 50
Lv3 – 150
Lv4 – 500
Lv5 – 1000

GENERAL GRENADE TIPS
-Cook your grenade behind cover – the fuse time on some types is quite long, so cooking in the middle of an open space is just asking for bullets.
-Jumping while throwing your grenade will make your throw longer. Take note of this as you jump to throw grenades over roofs or to longer ranges.

FRAG GRENADES
Unlocked by: Starter item, you get them after joining a mission district for the first time. Check your mail!
Price: $10 per grenade
Carrying capacity: 2
Shots per kill: 2
Life damage: 750
Stamina damage: 375
Hard damage: 500
Splash damage radius: 7m
Max damage radius: 4m
Fuse timer: 4 sec
Your basic hot potato. Easy to use and reliable. Abuse the hell out of it to level up your Grenadier role.

TIPS
-Their wide explosion radius and max damage radius makes them a great choice for damaging campers and flushing out rooms, as you don’t really need a pinpoint throw to deal good damage. Just land your nade in relative closeness to a target and watch them sprint out of cover.

PERCUSSION GRENADES
Unlocked by: Grenadier Rank (Level 1)
Price: $10 per grenade
Carrying capacity: 2
Shots per kill: 3
Life damage: 400
Stamina damage: 350
Hard damage: 273
Splash damage radius: 5.5m
Max damage radius: 3m
Fuse timer: 100
A grenade that explodes on contact. Very easy to get kills with but limited to close quarters use.

TIPS
-This grenade WILL explode by itself if you hold it in your hand for 100 seconds. This is practically impossible to happen during gameplay unless you do it on purpose.
-The high stamina damage along with the on-contact explosion makes this grenade a good partner for LTL.
-This grenade is good to keep pressure on opponents that hide behind cover, or for personal CQC defense if you’re using a long-range weapon.
-Perc users can be very annoying in close range, as their grenades hit pretty hard and have a large splash damage radius, making aim optional (hence the term “noob nades”). To counter them, just keep your distance. If you have no choice and have access to Flak Jacket use it, as will reduce their life damage to slightly more than an FBW bullet, effectively taking your opponent by surprise if their strategy relied heavily on Percs.
-They’re the heaviest grenades in the game, traveling very slowly and dropping very quickly, with a long throw animation. Therefore, mid-range throws are practically impossible, and throwing them into upper ground can be very hard. Take that in mind when both equipping or facing opponents equipped with them.
-Percussion grenades have a darker smoke than Frag grenades and thus are easily recognizable.

CONCUSSION GRENADE
Unlocked by: Grenadier Rank (Level 3)
Price: $15 per grenade
Carrying capacity: 2
Shots per kill: 2
Life damage: 990
Stamina damage: 600
Hard damage: 1108
Splash damage radius: 4m
Max damage radius: 2,8m
Fuse timer: 4 sec
A grenade that deals heavy damage to both soft and hard targets. Very effective against cars.

TIPS
-This grenade literally deals 99% life damage and is a good way to force opponents in or out of cover, but you need to aim carefully. Fragile users will be oneshot even at full health.
-The small splash damage radius makes this grenade good for dealing damage to players at close range without hurting yourself. Just find a good place to cook the nade.
-To correctly prime a grenade to destroy an incoming car, start cooking as soon as it shows up on your radar. If everything goes right, your nade will be close to detonation the instant the car passes you. Move to the side, release the grenade key, and watch the fireworks.
-Concussion Grenades will one-shot smaller vehicles. The following cars will survive direct hits, with varying degree of damage but often in critical state and a few bullets away from exploding: Packer Ceresco, Dolton Broadwing, Dolton Fresno, Dolton Montane, Seiyo Espacio, Patriot Vegas, Nulander Kurai, Sungnyemun Moirai, Nulander Pioneer, Patriot T-25, Benz Mhuller M1, Balkan S4 (Ambulance). The Balkan Kolva will survive multiple direct hits.
-Concs make a very loud and recognizable PHWOOM sound as they detonate, and produce a smoke exposion with no fiery bits. Also, its smoke trail has a bit of a blue tint.
If you notice any of these, be wary when driving vehicles next to your opponents, as one hit from these contraptions can send you to car heaven.

Grenades and Throwing weapons (pt.2)

LOW-YIELD FRAG GRENADE
Unlocked by: Tiptoe (Criminal), Devil Dog (Enforcer)
Price: $15 per grenade
Carrying capacity: 3
Shots per kill: 2
Life damage: 575
Stamina damage: 365
Hard damage: 434
Splash damage radius: 7m
Max damage radius: 4m
Fuse timer: 3 sec
A very light version of the Frag grenade, dealing slightly less damage and with a shorter fuse timer. These are a great replacement to Frag grenades and can cover any range up to 50m with no effort. You also can carry 3 of them.

TIPS
-These grenades travel very fast and are very light, meaning you can easily make long-ranged throws. The further you can get without your grenading exploding in the air is around 70m, but don’t expect to catch an enemy off-guard from that distance.
-The short fuse timer makes the low-yields a great grenade to use at close range, as you’ll be able to cook them very quickly. Just not to hit yourself with the blast radius if you use them in extreme close quarters.
-The short timer works as a double edged sword, though – aiming at a longer range target will end in the nade exploding over their heads dealing no damage more often than not if you’re not careful.

HALF-BRICK/8-BALL
Unlocked by: Birth (Criminal), Ernst ‘Mule’ Templeton (Enforcer)
Price: $1 per grenade
Carrying capacity: 3
Shots per kill: 1
Life damage: from 0 to 1300, based on distance
Stamina damage: from 0 to 900, based on distance
Hard damage: from 0 to 260, based on distance
Splash damage radius: 0m
Max damage radius: 0m
Fuse timer: 100 sec
Blunt objects thrown by your character. Can potentially oneshot opponents. You will not see many of these around, as they take long to unlock and are very hard to use.

TIPS
-The HB/8B are basically the same weapon with a different model and slightly different damage ramps: the Half-Brick will travel slower but gain damage faster, the 8-Ball is the opposite.
-Due to the lack of splash damage, learning to anticipate the opponent is essential. This is a very hard to use grenade against moving targets as it can be easily dodged – but it can take down stationary targets (snipers, machine gunners) with little effort.
-Don’t bother throwing HB/8B at cars – their hard damage is pathetically low and takes a long time to ramp up.
-This grenade doesn’t disappear after 100m, making hilarious 200m throws potentially doable. Tell your friend to stand still and surprise them with a 200m 8-Ball flying their way.
-If you’re stationary, the 8-Ball is harder to dodge than the Brick due to the high air velocity. If you know somebody is going to pop out of a corner, fling an 8-Ball at that spot. If it connects, it most likely won’t kill them, but will tag them hard enough to make them reconsider showing off their mugs for a while.
-Flak Jacket will reduce life damage taken from these two items, effectively allowing you to survive throws past their optimal range. Be warned that they will not reduce Stamina damage, meaning that it’s still very possible to get stunned by them.
-Here are the correct minimal distances and aim offsets to take down a 1,000HP standing opponent in a single hit. Take mental note of these when practicing your throw arcs.
Half-Brick (15m)
8-Ball (28m):

Event Weapons (pt.1) – Frozen Tears

These unique weapons are available to the public only during certain times, be it dynamic events, seasonal events or other situations. They can be harder – or easier – to use than normal weapons and provide many advantages – or disadvantages! – but it’s all in good fun, right?

HoHoHoPGL
Available during: Christmas Event, Snowball Fights
Unlocked by: Elforcer (lv2), Criminelf (lv2)
Price: $0
Magazine size: 6
Spare ammo: 24
Bullets per kill: 1
A launcher that shoots snowballs over a wide arc. Merry Christmas!

MODDING GUIDE
This weapon comes with no open slots.

The HoHoHoPGL is available each year during the Christmas event, and is usually used to fight other HoHoHoPGLs in Snowball Fights. Adventurous players can lease this weapon in Mission Districts and Fight Club to challenge their opponents with a flying mass of frozen water, but it’s better to use it only where it belongs.


TIPS

-This weapon fires Snowball grenades with 1 second wind-up time to prevent spamming. Refer to the Snowball section for info.
-The firing arc of the HoHoHoPGL is straighter than hand thrown Snowballs, making long ranged shots easier.
-The wind-up takes as long as throwing the snowball by hand.

Event Weapons (pt.2) – My snow fort is cooler than yours

SNOWBALL
Available during: Christmas Event
Unlocked by: Elforcer (LV2), Criminelf (LV2)
Price: $1
Carrying capacity: 7
Shots per kill: 1
Life damage: from 0 to 1300, based on distance
Stamina damage: from 0 to 900, based on distance
Hard damage: from 0 to 260, based on distance
Splash damage radius: 0m
Max damage radius: 0m
Fuse timer: 8192 sec
Flying mass of frozen water.

TIPS
-Festive reskin of the 8-Ball, so same tips apply. You can carry 7 of them as opposed to 3 so it’s a better choice over its pool table alternative.

Event Weapons (pt.3) – My Nade Launcher can beat up yours

The Butcher
Available during: Butcher Events
Magazine size: 12
Spare ammo: 60
Bullets per kill: 1
Splash damage radius: 7m
1-shot radius: 2m
A nade launcher that fires high powered grenades that explode on contact. Completely overpowered. Then, why is it available?

While in a Mission District, the Butcher will occasionally spawn on a hidden location which general position is given away by a marker. Anybody picking up the weapon will get a power up and be able to force other players into a Dynamic Event.

TIPS
-When you hold this weapon you have increased health (based on how many players you are opposing), increased speed, increased regeneration and increased resilience to explosions. This means that you can nade yourself with these grenades and walk away as if it’s just a scratch.

Closing notes

And that’s it, I think I covered all the currently released weapons enough in-depth. I will try to keep this guide updated to the current game version with new tips as weapon balance changes and new items are introduced, or whenever I find some cool new details I’d like to share. If you have any comment or suggestion to make, feel free to write in the Comments section or contact me via Steam or in-game (IGN: Windam, server: Obeya EU1), and I’ll get to work on it as soon as possible.

If you find a particular bit of information lacking or are simply interested in knowing more, I feel that [link] might be of help to you, as it shows weapon stats down to the exact value.

gl hf
-Windam

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