How to Use Every Weapon (Updated 2023)
Things You Should Already Know
- Your starting loadout consists of 0-1 primaries, any number of secondaries, and 0-1 handgun skills.
- You get 11 points to spend on the above, and have no benefit keeping unspent points.
- Win by killing to earn Notoriety (score); but specifically by killing stylishly (weak weapons/multiple weapons/environment/unarmed) and in a row (killstreak bonus).
- Assists also gain some notoriety based on your weapon and damage dealt. Similarly, finishing off a weak enemy gives lower notoriety.
- Spend money to get special weapons at weapon crates. There are blue, red and yellow crates, yellow containing the most expensive ones and blue the least.
- Stand still while you shoot, but keep moving when you are getting shot at. Does not apply at point blank and with certain weapons.
- Respect the kick (press ALT), the most potent and risky move you can make. If you connect, your enemy is damaged, still and helpless for a moment. If you miss, the helpless person is you.
- Jumping while kicking is even riskier and even more potent.
- Drink whiskey (glowing bottles around the map). They heal for 25 but make your view drift for a while.
- Fanning and aiming gives you an advantage in close and medium range combat respectively, but entering the mode takes time, time which you may not have.
- Headshots do bonus damage, but is not lethal save for specific weapons. If your weapon demands it, go for it; otherwise it's more important to land a hit than to go for the headshot.
- You can run very very briefly without losing accuracy. Not too useful though.
- Howl (C+5) or Laugh (C+1) to establish dominance. Bonus points if A N D E L E.
- Spam Pass the Whiskey (X+4). Do it for the memes.
[3*] Volcanic Pistol
- This can be a great backup for the Dynamite.
- Wear Boots for a good close-range finishing attack.
- Take the Left-Handed or Right-Handed perk if you are a headshot guru.
- If you want to dual wield this, there's always Ambidextrous.
- Fanning increases your close range lethality.
[4*] Colt Navy
- The Boots are, as always, a strong tool for close-range combat.
- Handgun Throw is a great close range finisher as well, if you have the points to spare.
- You can take both this and the Dynamite as well - this is as expensive as you can get.
- Lastly, I personally love using Left-Handed or Right-Handed for that extra mid-range capability.
[4*] Hatchet
You also run faster with this out, so chase people all you want.
- (With Boots) Hatchet + Kick + Hatchet/Throw
- (With Derringer) Hatchet + Kick + Shoot in face
- Sliding hatchet + Kick + Hatchet/Throw
- Thrown hatchet + Kick + Punch
- Kick + Thrown hatchet headshot (risky!)
Being too formulaic won't help you. Mix up kicking, throwing and the Derringer to outplay your opponent's options. Remember that any three attacks of yours (except non-boots kick) can kill a full health enemy. Picking up other weapons can also give you an additional fighting chance, and surprise the enemy who expected a melee-only opponent.
The headshot is quite tricky to land - you have to aim for the head hitbox and not just the general area. For this reason I don't recommend trying to go for it, as you have no lack of damage.
- You will be kicking a lot with how close you fight. The Boots are practically mandatory.
- Do you like throwing your hatchet? In case you miss or lose it, the Brass Knuckles keeps you from being an unarmed target.
- Knives are kind of redundant, but gives you extra things to throw.
- Not the throwing type? The Derringer and its combo may suit you better.
- Slide to close the gap and get extra damage in.
- Use Jumpmaster to get around the map and score high damage kicks. You can use it to round corners at a high angle, getting the literal jump on enemies, or to take shortcuts offensively and defensively.
[4*] Sawed-Off Shotgun
- Handgun Throw is a good combo - shoot and throw for a kill, though this is risky.
- Sliding can be an option to close the gap so you can ensure a consistent kill.
- If the Navy is not your type, you can also bring the Dynamite with this...
- Dual wield with the Derringer for a one-two punch.
- Since you want to dual wield as much as possible with this gun, take Ambidextrous.
[4*] Bow
- Brass Knuckles if you inevitably get into a brawl and don't want to be a sitting duck.
- In the same vein, Boots helps.
- If you're not a punching person, the Knives can be thrown for a close-range fighting chance.
- The Derringer is also a backup and finisher weapon to consider.
- Jumpmaster is very stylish, but also practical for juking enemy shots up close.
- You can charge the bow while Sliding, which can help you get a first shot off by surprise.
[5*] Hammerless x2
- Two guns? Ambidexterous is a no-brainer.
- Since you now have to play this like a Hatchet that can sting, Boots gives you that extra damage you may need to finish enemies off.
- the Hammerless is quite light, so Handgun Throw may seem weird, but it can fit in with Boots and you can get a last ditch attack when you spend all your rounds.
- Soften enemies with this before following up with Brass Knuckles. Bonus points if you punch a better weapon off your opponent.
[5*] Remington Army
If you have the Boots, an opponent after being kicked can be finished off with a well placed headshot.
- Wear your Boots and kick away anyone who wants to get personal.
- Handgun Throw can offer finishing damage, and is very useful in situations where you get kicked.
- Sliding is a great mobility option to also help with close range combat.
- As with the Navy, Left-Handed and Right-Handed make you more precise.
[6*] Mare's Leg
The tradeoff is its lower accuracy and slower firing speed, which have to be compensated with.
At medium-close range you can still 2-shot, but it's slow and you are outclassed by the other pistols.
This gun is heavy, so you can throw it for a good chunk of damage even when uncharged.
Recently this weapon has gotten a huge nerf, upping its cost by 1 and making its firing speed even slower. Because of this, going for headshots is more desirable since you can easily get outgunned by the time your second shot is ready. You also can't bring Boots + HT + Left-Handed together due to the cost now, so rip.
- Boots is mandatory here as well.
- Handgun Throw is an excellent finisher for when you can't get close enough to kick.
- Left-Handed is good if you want a better chance at headshots.
[7*] Smith Carbine
- Kicking does wonders to keep your enemy away, and you know what the Boots does already.
- While you can no longer use the Derringer with this, consider the Knife - you can throw them to do about 30 damage to finish off a weakened enemy.
- Brass Knuckles can also serve as a backup weapon, though without the Boots it isn't as good.
- You can Slide and then aim for a stylish kill. Useful when you know where an opponent is, or entering a high traffic area of the map.
Secondaries
Note that recent nerfs have made this nearly unusable when dual wielding.
You can either bring this for backup with a long range weapon, a second option for close range weapons, or don't bring a primary at all and go all-in on fists - it's surprisingly fun!
Sliding melee damage is increased by 15% (Hatchet does 46 up from 40, machete 69 from 60), enabling a few combos that don't require boots. While you can't start a slide while aiming, you can slide and then aim/fan. This makes slide a useful mobility option for most loadouts if you can spare the cost, but is especially helpful for loadouts that need to close the gap.
Oh and it gives you faster draw times for some reason.
Remember you can always get more regular dynamite from blue crates, deadlier black dynamite at red crates, and the meme dynamite belt at yellow crates.
Handgun Skills
You can pick one of the following skills, and it defaults to right handed if none is selected. If you do not select Right-handed, your alt-fire for pistols is fanning.
Note that the alt-fire is only usable on specific revolvers. The Derringer, Sawed-off, and Walker are examples of weapons that cannot use them - but they still are still affected by accuracy.
Most useful on guns that enjoy mid-range fights, would like to land quick headshots (so Right-Handed aiming isn't viable) or have somewhat low accuracy, like the Army, Peacemaker and Mare's Leg. If you pick up guns to dual wield often, don't use this.
Pretty much a must-have when you plan on dual-wielding.
Blue Crate (low tier)
Blue crates contain the cheapest purchasable weapons, some of which are straight up starter weapons. They allow you to bolster or switch up your loadout at minimal cost, but aren't that special otherwise.
One makes you dangerous, two makes you unstoppable. If there was only one reason to go for blue crates, it's this.
Red Crate (medium tier)
Red crates contain premium weapons that you can't afford to buy every life, but are great ways to improve your score as they are both powerful and have decent notoriety gain. It also contains the portable whiskey.
(Also there's a super cool spinning draw animation.)
Yellow Crate (high tier)
Only one yellow crate exist in a map, and it contains the most powerful weapons of the game. Generally, you go for these with the intention to start or extend a killstreak, as these weapons have a relatively low base notoriety gain. You also gain a small heal when buying these.
And if you're the throwing kind, this thing has a one-hit headshot and ~70 bodyshot. Sweet.
Your mere presence will be intimidating, as your opponents won't have room for error - two shots (3 if you're that bad) and they're history. Unfortunately, while easy to kill with, you can still be outplayed by a fast killing combo or headshot.
Bonus points if you use this with Left-Handed for that extra accuracy.
Recommended Loadouts
By no means exhaustive, and you should modify as you see fit.
Not all loadouts spend all 11 points, and you should add secondaries and handgun skills that you prefer.
- Hatchet + Derringer + Heavy Loads: A weaker version of the hit + kick + shot combo, but still capable of killing.
- Hatchet + Boots + Brass Knuckles: Brawl with woeful disregard to your axe's ownership.
- Hatchet + Boots + Knife: Throw a lot of things.
- Brass Knuckles + Boots + Knife/Slide: Full-on brawler. Scavenge every weapon and cause a mess.
- Hatchet + Boots + Slide/Jumpmaster: Zoom around and make it personal.
- Navy + Boots + Handgun Throw + Any Handgun Skill: Flexible in all situations, as default as it gets.
- Mare's Leg + Boots + Handgun Throw/Left-Handed: My "Terminator" loadout. Bonus points if you get a second Mare's Leg and blast people's faces off.
- Sawed-Off + Derringer + Ambidextrous: A one-two punch for the bold.
- Hammerless x2 + Boots + Ambidextrous/Jumpmaster: Get running and gunning, close and personal, other words that mean mess them up close.
- Army + Boots + Any Handgun Skill: Also flexible, but more geared towards longer range engagements.
- Smith Carbine + Boots, Knife or Brass Knuckles: One trick pony whose trick is "shoot and don't get shot at".
- Bow + Boots + Slide: What is this, some sort of Apex Legend?
- Bow + Boots + Knife: My go-to bow loadout. The knives and boots help you not be helpless up close.
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