Insurgency: Sandstorm Guide

Weapon Comparisons Guide for Insurgency: Sandstorm

Weapon Comparisons Guide

Overview

Ever wondered what’s the difference between each weapon and which one may be better or worse? Then this guide is for you! There’s also information in this guide to help new players, and better understand weapon mechanics.Feel free to suggest any weapons you’d like to see be compared!

Intro & Suggestions:

This guide is to highlight differences between 2 weapons, preferably weapons that are similar (ex. G36K vs M4A1) or within the game faction (Security, Insurgent) That said, I have no problem comparing weapons cross-faction just for fun!

Along with this, it’s to show what the positives and negatives are for each weapon and which one is more versatile.
If you have any suggestions or requests please send them in the comments below!

Before you do so, here’s a link to my playlist showing the weapons I’ve already compared. They will be added to this guide over time.

If you found this guide helpful please give it a rating!

Weapon Comparison Series Playlist:

Ground Rules:

1. I perform a recoil test with each weapon. This recoil test is done standing up and without focus (holding breathe) to show these weapons at a standard. Using focus limits recoil and makes weapons easier to fire. Crouching or going prone also limits recoil. The purpose of this guide and series is to show how these weapons are at their typical performance.

2. The other purpose of this guide is to show the versatility of each weapon. Even if 1 weapon is more powerful than the other (MK17 vs MK18 for example), it’s about how many supply points each weapon costs, mag capacity, extended mag capacity, recoil, iron sights and any other nuances that give 1 weapon more flexibility than the other.

Air Support & Arrival Times:

Intro:

In the game modes: Push, Skirmish and Coop, there are 2 roles; Commander and Observer that you can choose from.
Playing as the Commander role allows you to call in fire-support.
Playing as the Observer role, you radio in the fire-support.
As an Observer, you need to follow or be as close to the Commander as much as possible.
The Commander CANNOT call in fire-support without an Observer.

Video:
[link]

The Video ONLY Covers Air Support Times and not how to call it in. Read below for more information:

How To Call in Fire Support:

As Commander, you pull out your binoculars and you’ll have a reticle to highlight what location you want your support to drop.
If the reticle is green, that means you can call it in. Simply left click and the support will be called in.
If the reticle is red, then that means you cannot.


As Observer, you need to play close to your Commander.
Straying too far from him will not allow the Commander to call in air support.
Once the Commander puts in his request, your character will automatically radio in the call.
If you get hit or suppressed when calling in the support, your call may get delayed.
If you die, your Commander will not be able to call in air support.

Air Support Arrival Times Security:

I did the best I could to time these out. I started the timer from the moment they’re called in BY THE COMMANDER, radio’d in by the Observer and then LANDED on the field. The only exception is with Minigun support because it is the only non-artillery/non-explosive support.

With all that said, I do not know if these times are varied depending on where you are on the map. So do take these times as a general idea of when they will land:

Air Strafe Arrival
00:00:22:26

Explosive Artillery
00:00:33:49

Smoke Artillery
00:00:33:35

Minigun Support
00:00:32:12

Assassin Gunship
00:00:36:37

Weapon Damages

This game has a very low time to kill (TTK) so most weapons are extremely lethal. It typically comes down to how well they work in the scenarios you typically end up in.

The following image shows a damage break-down for every weapon in the game at point-blank range (5 meters).
Currently, I do not know if there’s a damage drop-off at range so do keep this in mind.
Also note regardless what armor you’re wearing, every weapon is a 1 shot kill to the head.

This list does not include newer weapons like the ACE 52 or Tavor 7. However, these 2 rifles in particular are 7.62 NATO with a velocity of 800 m/s. So expect the damage to be similar to the G3A3.

Weapon Damages:

(Image provided by GodsGunman on Reddit:)

(Additional Damage Chart Including New Weapons:)

(Link: https://www.reddit.com/r/insurgency/comments/c4t0ou/shots_to_kill_vs_armor_spreadsheet_updated/)

Bullet Velocity & Drop Off Info:

Bullet Velocity not only dictates how quick the bullet will reach its target, but also how much damage each shot will have. The Alpha AK for example does use 7.62x39mm ammo but its velocity is 670 m/s. Which overall makes it deal less damage per shot than the FAL or G3A3 which uses 7.62 NATO rounds and has a velocity of 840 ms and 800 ms respectively.

Sandstorm uses a combination of hit-scan and bullet velocity. The first 100 ms of bullet travel are essentially hit-scan, then the bullet will drop off after. This makes the game feel consistent and less of a guessing game. The drop off point does vary depending on the bullet velocity each weapon has. Meaning weapons may have drop off before 100 ms as explained below.

Info From AgentHotel in the comments:
“Also regarding ballistic performance, both intermediate & full-sized rifle cartridges have their own characteristic which should be noted for sure, especially due to how in-game ballistic physics treats the first 100 ms of bullet travel time as pre-simulated (Akin to hit-scan), then switches bullet drop after that.

For example M4 has muzzle velocity in 910 m/s which means that firing bullets will almost immediately hit the target within 91 m while AKM whose muzzle velocity is in 715 m/s will be 71.5 m instead, complete with damage dropoff based on muzzle velocity.”

Tips: Controlling Recoil

Video:

Adding onto this guide I also wanted to point out a few things you can do to limit recoil in any weapon.

Doing so not only makes you a better shot, but also allows you to use more weapons that you typically wouldn’t consider.

ADS Weapon Sway

As you aim down sight (ADS) your weapon will sway left, down and right in a “U” pattern back and forth. There are things you can do to prevent and limit this sway for a small period of time, allowing you to get a very accurate shot:

1. Focus
Focus gives you a small window of time to fire your weapon without sway.

2. Crouching or going prone.
Crouching or going prone – to ADS will not have weapon sway for a few seconds. Out of your character stances, going prone will give you the most amount of time before the weapon sway begins.

3. Bipod attachment.
The bipod will reduce overall weapon sway. It does not pause it or stop it like the stances or focus does. Also to add to this, the bipod gives you the best recoil control.

Focus:

Focus (holding breath) gives you a slight zoom as well as reduces your weapon’s recoil.

However, if you run very often, your focus won’t last as long as if you have full stamina. So, definitely aim first then use focus to get a more precise shot. Don’t just rely on it to make your shot easier. Do half the work, let focus do the other half.

Character Stances:

Crouching Positives:
1. Crouching reduces the recoil of your weapon. Doing this allows you to have better control and make any weapon easier to use.

2. Crouching also makes your steps more quiet. If you ADS while crouched, it reduces the noise of your steps.

3. Gives you a short period of time before weapon sway kicks in.

Crouching Cons:
1. Crouching is slower than standing, so you won’t be able to make ground as quickly as if you were standing up.

2. Although crouching makes you a smaller target, you’re more condensed which makes it somewhat easier than a slender, standing target. If you get caught in the wrong moment, crouching could make it easier for the enemy to hit you.

Prone Positives:
1. Prone reduces you weapon’s recoil more than any other stance (aside from bipod).

2. Can be a great stance to use for longer ranged fighting and hiding.

3. Gives you the longest period of time before weapon sway kicks in.

Prone Cons:
1. Limited mobility. It’s not entirely bad to be prone at medium to long range, however it could be a problem in close quarters. When you’re prone, you won’t be able to move fast. When you’re transitioning from prone to crouch or standing, you will not shoot until that animation is near-finished. This gives enemies a window of opportunity to shoot at you while you’re essentially defenseless.

Weapon Attachments:

1. Vertical Foregrip
The vertical foregrip reduces the vertical recoil of the weapon. This can be great when paired with any weapon but primarily weapons with high vertical recoil (such as the G36K) will be more beneficial while other weapons such as the MP5 don’t necessarily need it.

2. Compensator
I’ve been a bit quiet about compensators and whether or not they’re useful.
However, they’re designed to limit the horizontal recoil of your weapons. From some short tests I’ve done, it’s been a bit difficult to tell if there is any added benefit from using this attachment.
I don’t doubt it works, but for me, it just doesn’t give me a consistent result.
I’ll continue testing with this to see if anything changes.
With some testing, the compensator doesn’t work well with certain weapons. It seems like any weapon with little horizontal recoil will not benefit from this attachment. It can end up making the weapon’s recoil, worse. See Honey Badger vs AS VAL.

3. Bipod
Of course, you have the bipod which limits a lot of your weapon’s recoil, specially with LMG’s.
The main problems with using a bipod are mobility. It takes a moment to deploy the bipod and a moment to dismount. It makes you a still-target so you will have to choose wisely where you wish to set-up because otherwise, you’re an easy target. As mentioned earlier, the bipod will be the most effective at reducing weapon sway. No other weapon attachment has this benefit.

4. Foregrip Bipod Combo
The Foregrip-Bipod attachment allows you to get the benefit of a foregrip and some functionality of a bipod. It however does not limit your weapon sway unlike the regular bipod attachment. I don’t feel this attachment to be necessary, but it’s a neat idea. This is also typically the most expensive attachment as well, so you will most likely have to give up another attachment, or gear to equip this.

Optics Overview

Video:

[link]
This video will no doubt be out-dated once new optics are added into the game, but the point of the video is to show the more common optics and which ones I prefer or think are the best.

Optic Versatility:

The common theme for this guide is versatility. Meaning, that I’m looking for setups that would work well in most scenarios. Whether it’s close quarters combat, or long range 50 meter shootouts, I tend to look for what can and will work for both play styles at the same time. Granted, a build designed specifically for long range will be better for long range, but then you may have a hard time in close quarters and rely on your secondary. My preferred optics are the ones where you can do a little of both.

Recoil Difference With High Zoom Optics:

As I show in my video on minute 3:40 it’s going to be very difficult to control the recoil of your weapon with a 4x zoom optic (SU-230). Even with controlled bursts, the recoil is still difficult to control. It’s not until you either fire 1 shot at a time (semi-auto) or attach a bipod, that you will get a more consistent result.

Optic/Iron Sight Housing:

As mentioned in my other videos, I may complain about how cluttered the housing on some iron sights of certain weapons are. The reason I do so is for 2 reasons. 1 is clarity, and the 2nd is peripheral vision.

1. Clarity
You always want to keep track of what you’re shooting at. If there’s too much metal or if the sights are too cluttered, you can lose your target and not get the precise aiming you’d want. I consider weapons like the VHS and G36K to have some of the worst iron sights in this game for this reason. That said I still use the VHS, and even with the irons. I’m just not as confident with the iron sights in that weapon than I am with say an M4A1.

2. Peripheral Vision
This is easier to show than it is to describe, see picture below. Imagine having to cover 2 windows of a 2nd story building. With most iron sights, you should be able to aim at 1 window, and still see the 2nd window with your peripheral vision. There should be as little of a blind spot as possible. However, with optics, that may not always be an option. When it comes to higher zoom optics, (3x or higher) you will have to sacrifice that peripheral vision in exchange of seeing each individual target easier.
That said, you can still get some good peripheral vision with some 1x optics.

AK with OKP-7 Optic. M16/M4 ironsights.

From the image above, you can see that the window and doorway are clearly visible with both the AK’s iron sight and the OKP optic attached. Whereas, with the M4/M16 iron sights, it’s blocked by the housing.

Flip-Up Sights

This is an alternative iron sight you can use on certain rifles in this game. It costs 1 supply point to equip. The image below shows what it looks like on an M16/M4. It’s very similar to the Alpha-AK iron sights. I don’t personally recommend using this flip-up sight because I feel the bars on the side can block your vision. The clarity, aka seeing your target in your sights is perfectly fine for an iron sight, but I do feel your points can be used for a better optic if need-be.

1.5x PK-AS

For 1 supply point, this optic sports a circle-dot red reticle that’s fairly large in comparison to other optics. Notice that the areas outside of the optic are blurred out. This is the downside to optics that have zoom, you will lose your peripheral vision. You can definitely still use this optic, but you may find yourself having to hop in and out of your ADS to see what else is going on and who’s your next target. If you prefer this circle-dot reticle, you may find success in using this. However, I do feel you may benefit better with some 1x zoom optics.

1x Holosight Optic

For 1 supply point, this 1x zoom holosight gives you the typical circle-dot red reticle that the holosights tend to use. Notice that the area outside of the optic are not blurred. This is because the optic is a 1x zoom. That said, the housing can get in the way. In the image, I aligned myself to cover 1 target with the housing.

1x Kobra Sight

For 1 supply point, this optic gives you a very small housing which makes for great peripheral vision. This is a pretty good optic for close to mid range to about 20 – 25 meters. The reason why I don’t like using this for longer ranged combat is because of the reticle. It uses 3 lines that point to a blank space and somewhere in that blank space is where your bullet will land. Obviously, the center but there’s no clear indicator that shows where dead center is on the optic.

This is the kind of optic you’d use if you don’t really care about precision and want to be ‘close enough’ to land body shots. If it had a better reticle, it would certainly be one of my favorite optics out there. It still is, but I can’t rely on it for every scenario or use it on every map since it can be hard to line up shots at range.

Personal Favorite: 1x OKP-7

Want a better Kobra sight? Then look no further than the 1x zoom OKP-7. This optic costs 1 supply point and in my opinion, is far better than the Kobra sight.
Its housing is still thin, but it’s not as compact as the Kobra sight. That said, because it is thin, it doesn’t really block targets completely like we see with the Holosight.
One feature that is unique to this optic is its reticle is green. For me, I can see green far better than I can see red and I don’t tend to lose this reticle regardless of lighting.
The reticle shape is 2 horizontal lines with a chevron ^ to show where the center of the optic is. This is by far a lot easier to use for precision shots.

For me, this is my top pick for a 1x optic, and a personal favorite of mine overall. It has a thin housing which allows for easy visibility and swapping from target to target, as well as a clear reticle that shows exactly where to aim.

1x MARS

This is a 1 supply point, 1x zoom red dot sight. It has a decently sized housing with a ‘lip’ at the top end. This shouldn’t get in the way too much but if you were to be looking at a doorway of the 1st floor of a building, you may not be able to see the window above it. The housing is large enough to block targets at range but outside of that, this is a decent optic to use.

1x MRO

This is a very small and compact 1x zoom red dot sight. The scope itself has a greenish tint to it. I’m not sure why, but I’m able to see the red dot on this optic better than I can with any other red dot sight. It just seems to be more saturated. Although this optic is small, which typically would make for good peripheral vision, this optic has 2 knobs on the top and right side of the optic. They’re just enough to block targets at range and give you a blind spot. It’s serviceable and the smallest red dot in the game.

M4A1 vs G36K

Video:
[link]

Both M4A1 and G36K are available for Security Forces under the Riflemen Class.

Stats Breakdown:

(Similarities in Underline Differences in Bold)
M4A1:
Ammo Type:5.56 NATO
Vertical Recoil: 25
Horizontal Recoil: 7
Velocity: 910 m/s
Fire Rate: 741 rpm
Penetration: 319 pp
Fire Modes: Full Auto, Single Fire

G36K:
Ammo Type: 5.56 NATO
Vertical Recoil: 26
Horizontal Recoil: 10
Velocity 850 m/s
Fire Rate 741 rpm
Penetration 299 pp
Fire Modes: Full Auto, 2-shot Burst, Single Fire.

Iron Sight Comparison:

The M4A1 offers a cleaner optic that doesn’t block your vision as much as the G36K.
That being said, the G36K’s optic is serviceable and isn’t the worst in the game.

Pictures of both iron sights:
(M4A1 Left. G36K Right)

Recoil Comparison:

Stats alone show the M4A1 is going to be easier to control. After some testing, that’s exactly what shows up in my results.

All this being said, the G36K isn’t a bad weapon, specially with a foregrip attachment. However, it will kick more than the M4A1.

Winner:

By many accounts, the M4A1 is an all around more solid weapon than the G36K. The only downside to the M4A1 aside from cost is that the horizontal recoil may be a bit squirrely at times whereas the G36K will jump more on vertical recoil. It may depend entirely on your play style as to which weapon you prefer, but I feel that from both stats and testing, the M4A1 is the more versatile and easier weapon to control.

AKM vs AK-74

Video:

Both AKM and AK-74 are available for Insurgent Forces under Riflemen Class.

Stats Breakdown:

(Similarities Underlined. Differences in Bold)

AKM:
Ammo: 7.62 x 39mm
Vertical Recoil: 28
Horizontal Recoil: 13
Velocity: 715 m/s
Fire Rate 600 RPM
Penetration: 365 pp
Fire Modes: Full Auto, Single Fire

AK-74:
Ammo: 5.45 x 39mm
Vertical Recoil: 25
Horizontal Recoil: 7
Velocity: 900 m/s
Fire Rate: 652 RPM
Penetration: 316 pp
Fire modes: Full Auto, Single Fire

Iron Sight Comparison:

Both weapons have identical iron sights. No contest here.

Recoil Comparison

The AK-74 has a faster RoF but with that comes higher recoil. If you can control it, you can out-shoot the AKM and other rifles in CQC.

The AKM is a great mid-range weapon with a slower RoF and the 7.62 ammo. However, because it is slower, it will show its weakness in CQC.

Picture of AKM and AK-74 Recoil:

Winner:

In terms of ease of use and versatility, the AKM wins.
However, the AK-74 has a lot of potential when in experienced hands.

MP5 vs MP7

Video:

Both weapons are available for Security Forces for Breacher Class.
The MP5A2 is available for Insurgent Forces for Breacher Class.

Stats Breakdown

Note: the MP5A5 & MP5A2 use the same stats. The only difference is the MP5A5 has a burst fire mode whereas the MP5A2 does not.

(Similarities Underline, Differences Bold)
MP5(A5):
Ammo: 9x19mm
Vertical Recoil: 17
Horizontal Recoil: 19
Velocity: 400 m/s
Fire Rate: 800 RPM
Penetration 177 pp
Mag Capacity: 30
Fire Modes: Full Auto, Burst, Single

MP7:
Ammo: 4.6x30mm Armor Piercing
Vertical Recoil: 18
Horizontal Recoil: 20
Velocity: 735 m/s
Fire Rate: 952 RPM
Penetration: 371 pp
Mag Capacity: 20
Fire Modes: Full-Auto, Single

Iron Sight Comparison:

The MP5’s iron sights are a little too busy for my liking.

The MP7 is much cleaner.
(MP5 Left. MP7 Right)

Recoil Comparison:

The MP5 has a less jumpy recoil compared to the MP7. The Horizontal recoil can be a little difficult at times.

The MP7 has manageable recoil, however on a full 40 round mag-dump, the recoil is a bit too much.
I recommend using the MP7 in short bursts of 4 – 6 rounds at a time.

Winner

The MP5 is an all-around better choice. Much easier to handle recoil in comparison to the MP7 and cheaper in supply costs.

The MP7 although I do like it, it’s not very ideal. You really need to dedicate a lot of points into making the gun worth-while or suffer with the 20 round mags that the weapon drains through quickly.
Add to that, the recoil has a kick to it that could throw off your aim if you’re not ready for it.

Additional Videos:

45 Kill TDM with the MP7:

MK-18 vs MK-17

Video:

Stats Breakdown:

(Underline Similarities, Bold Differences)

MK 18 CQBR
Ammo: 5.56 NATO
Vertical Recoil: 22
Horizontal Recoil: 11
Velocity: 780 m/s
Fire Rate: 741 RPM
Penetration: 275 pp
Mag Capacity: 30
Fire Modes: Full Auto, Single Fire

MK 17 Mod 0
Ammo: 7.62 NATO
Vertical Recoil: 27
Horizontal Recoil: 12
Velocity: 715 m/s
Fire Rate: 600 RPM
Penetration: 365 pp
Mag Capacity: 20
Fire Modes: Full Auto, Single Fire

Iron Sight Comparison:

Both weapon’s irons are very clean. The MK17 has a little extra metal on the sides, but nothing that obscures vision or clarity.

(MK18 Left. MK17 Right)

Recoil Comparison:

The MK18 will have more manageable recoil due to firing a 5.56 NATO. Treat this like an M4A1 and you’ll be successful.

The MK17 has a noticeably higher vertical recoil firing with the 7.62 NATO however it can be controlled. It’s not-as-quick fire rate makes it a bit of a risk in CQC, but overall, this weapon can be used for any range effectively.

Winner:

Indecisive.
The MK18 will be easier to control and won’t require additional supply points. It makes for a good out-of-the-box rifle.

The MK17 although has more kick, is still worth it. For 2 additional supply points, you can give it a full 30 round mag. That kind of power can definitely be well worth it. Get the recoil under control, and you can definitely be a force to be reckon with.

Insurgent Secondaries

Alright! This is gonna be a long section! So let’s get moving!

Video:
[link]
Makarov:

Supply Points: 0
Caliber: 9x18mm
Vertical: 20
Horizontal: 21
Velocity: 315 m/s
Fire Rate 261 RPM
Penetration 139 pp
Mag Capacity: 8 (12 w/ Extended)
Fire Mode: Single

The Makarov is essentially a free-bee sidearm for Insurgent side.
This is essentially the sidearm you choose if you don’t really expect to use it all that often.
Using an odd 9x18mm as opposed to the 9x19mm, it deals slightly less damage but the recoil is easier to control.

All-in-all, this is the worst sidearm, but it is semi-versatile and headshots are still 1 hit KO.

Makarov Recoil:

Browning HP

Supply Points: 1
Caliber: 9x19mm
Vertical: 27
Horizontal: 26
Velocity: 350 m/s
Fire Rate: 261 RPM
Penetration: 155pp
Mag Capacity: 13 (20 w/ Extended Mag)

The Browning HP is a more typical sidearm and an all-around better choice than the Makarov.
With a standard 9x19mm, not only does it deal more damage than the Makarov, but you also get 13 rounds per mag without sacrificing any extra supply points.
This makes the Browning HP far more versatile.
Along with this, the recoil for the Browning HP is also easy to manage.

Browning HP Recoil Test:

M9

Supply Points: 2
Caliber: 9x19mm
Vertical Recoil: 27
Horizontal Recoil: 26
Velocity: 381 m/s
Fire Rate: 261 RPM
Penetration 168pp
Mag Capacity: 15 (20 w/ Extended Mags)
Fire Modes: Single

The classic M9 is another reliable sidearm that is very similar to the Browning HP.
If you don’t want more than 13 rounds but less than 20, then the M9 is essentially your choice.
The recoil has a vertical kick and is not as easy to manage as the Browning HP so beware.
That being said, it is still manageable and fun to use.

The recoil picture below shows that both the M9 and Browning HP have a very similar recoil pattern.

M9 + Browning HP Recoil:

M1911

Supply Points: 2
Caliber: .45 ACP
Vertical Recoil: 36
Horizontal Recoil: 46

Velocity: 253 m/s
Fire Rate: 261 RPM
Penetration 248pp
Mag Capacity: 7 (10 w/ Extended Mags)
Fire Modes: Single

Finally, we have the M1911. The hand-cannon of the group.
Firing a .45 ACP round, the M1911 has a lot of kick with each shot and is fairly difficult to mag-dump, spam-fire accurately.
This weapon is more about getting your aim down first, then pulling the trigger.
With a relatively smaller Mag Capacity, you will have to make each shot count.

Personally, I don’t prefer hand-cannons. They can be fun to use at times but I do prefer a more tried-and-true 9mm with 20 rounds that I can easily control.

M1911 Recoil:
I tried the recoil test twice. The first results (left side) was all over the place since I didn’t know how strong the recoil was going to be. The 2nd results (right side) shows that the M1911 has a very high Vertical kick with a more controlled horizontal recoil, leaving a more-or-less straight line.

Security Secondaries

Here’s the 2nd part so let’s get to it!

Video:

Don’t want to read? I don’t blame ya. Here’s the video that covers this section!

Tariq

Supply Points: 1
Caliber: 9x19mm
Vertical Recoil: 28
Horizontal Recoil: 26
Velocity: 360 m/s
Fire Rate: 261 RPM
Penetration: 159pp
Mag Capacity: 8 (12 w/ Extended Mags)
Fire Modes: Single

The Tariq is a simple 9mm sidearm. It is the cheapest of the sidearms for Security forces.
This is your budget sidearm if you just want to carry a secondary and don’t really care about using it for more than a kill.

It’s not a bad pistol, it will get the job done, it’s just not at all something to write home about.

Recoil Test:

L106A1

Supply Points: 2 (Previously was at 3)
Caliber: 9x19mm
Vertical Recoil: 27
Horizontal Recoil: 26
Velocity: 450 m/s
Fire Rate: 261 RPM
Penetration: 200 pp
Mag Capacity: 15 (20 w/ Extended Mags)
Fire Rate: Single

This sidearm is a pretty great pistol. It does have a vertical kick that may catch you off guard, but overall it is easy to control. If you want a 15 mag sidearm that gets the job done, the L106A1 is a good choice.

Recoil Test:

M45

Supply Points: 2
Caliber: .45 ACP
Vertical Recoil: 38
Horizontal Recoil: 42
Velocity: 253 m/s
Fire Rate: 261 RPM
Penetration: 248pp
Mag Capacity: 7 (10 w/ Extended Mags)
Fire Modes: Single

So, this is Security’s equivalent to the M1911. The stats are identical and they use the same caliber.
If you prefer hand-cannons, this is the one for you.

It has a heavy kick but unlike the M1911, for me anyways, the M45 has more horizontal recoil than vertical. It may just take some practice using this weapon to get a more consistent result, but for me the vertical was decent enough to control, but the horizontal was difficult to control.

Recoil Test:

PF940

Supply Points: 3
Caliber: 9x19mm
Vertical Recoil: 26
Horizontal Recoil: 27
Velocity: 450 m/s
Fire Rate: 261 RPM
Penetration: 200pp
Mag Capacity: 17 (31 w/ Extended Mags)
Fire Modes: Single

Well, this PF940 sidearm has the highest mag capacity in the entire game out of secondaries so far.
This weapon is easy to shoot, easier than the L106A1.
If you want a reliable secondary that you can use for multiple targets, then this is your weapon of choice.

Recoil Test:

MK18 vs MP7

Video:
[link]
Stats Breakdown:

(Underline Similarities, Bold Differences)

MK 18 CQBR:
Ammo: 5.56 NATO
Vertical Recoil: 22
Horizontal Recoil: 11
Velocity: 780 m/s
Fire Rate: 741 RPM
Penetration: 275 pp
Mag Capacity: 30
Fire Modes: Full Auto, Single Fire

MP7:
Ammo: 4.6x30mm Armor Piercing
Vertical Recoil: 18
Horizontal Recoil: 20
Velocity: 735 m/s
Fire Rate: 952 RPM
Penetration: 371 pp
Mag Capacity: 20
Fire Modes: Full-Auto, Single

Ironsight Comparison:


Both weapons have very clean irons. The MP7 has less clutter since it’s basically a rail.
The MK18’s iron sight is cleaner than other Security rifles.

Recoil Comparison:

MP7:

MK18

The MK18 has less horizontal recoil than the MP7, and its vertical recoil is easy to control. Which makes it an all-around better option.

The MP7 is fun to use, the recoil is manageable but not easy to use for first timers. It has a heavy horizontal recoil that’s not easy to manage at first.

Winner

By no surprise, I’m going to pick the MK18 over the MP7. I still do love the MP7, it’s just not an easy weapon out of the box and requires a lot of supply points to make it worthwhile.

QBZ vs VHS

Updated Video:
[link]

Stats Breakdown:

(Underline Similarities / Bold Differences)

QBZ:
Ammo: 5.56 NATO
Vertical Recoil: 25
Horizontal Recoil: 7
Velocity: 850 m/s
Fire Rate: 750 rpm
Penetration: 299pp
Mag Capacity: 30 (35 w/ Extended. 50 w/ Drum)
Fire Modes: Full Auto, Single

VHS:
Ammo: 5.56 NATO
Vertical Recoil: 24
Horizontal Recoil: 11
Velocity: 850 m/s
Fire Rate: 857 rpm
Penetration: 299pp
Mag Capacity: 30 (35 w/ Extended. 50 w/ Drum)
Fire Modes: Full Auto, Single

Ironsight Comparison:

The QBZ’s ironsights (LEFT) look very similar to the G3A3. It’s a small ironsight but with good visibility and limited clutter.

The VHS’s ironsights (RIGHT) look similar to the G36K and has some added metal that I don’t really like. That being said, the ironsights are still clear and easy to use, just slightly more cluttered than the QBZ.

Recoil Comparison:


The QBZ has more vertical recoil than horizontal. Which means it shoots in a fairly straight line upwards with minimal left-to-right movement.

The VHS focuses a lot more on its horizontal recoil, and not on its vertical recoil. Meaning you can use this weapon similar to the M4A1 and it will give you a circular pattern.


The VHS gets a very similar cluster with the foregrip attachment that you would again see with the M4A1. It shoots very accurately with some horizontal recoil.

The QBZ’s vertical recoil is a lot more manageable with the foregrip attachment and I highly recommend equipping it whenever possible. This attachment will get you the closest to the VHS’s circular pattern.

The QBZ is also slightly easier to shoot with the compensator than without any attachment and eliminates all horizontal recoil. You still do feel the vertical kick which is more manageable with the foregrip.

All this said, the recoil on the VHS is more manageable than the QBZ.

Winner/Conclusion:

I prefer the VHS, however its high rate of fire means you’ll be draining through ammo quickly. It’s an easy weapon to control, its irons aren’t perfect but still clean.

The QBZ has more vertical kick, which means that this weapon will feel better when paired with a foregrip. Its ironsights are easier to use than the VHS, but the recoil may be difficult to handle at first.

All that said, I’d recommend trying out both these weapons, they both are pretty solid and not terrible in one way or another. Just slight differences between the two.

G3A3 vs FAL

Video:
[link]
Stats Breakdown:

G3A3
Ammo: 7.62x51mm NATO
Vertical Recoil: 29
Horizontal Recoil: 15
Velocity: 800 m/s
Fire Rate: 500 rpm
Penetration: 405pp
Mag Capacity: 20 (30 w/ Extended Mags)
Fire Modes: Full Auto, Single Fire

FAL:
Ammo: 7.62x51mm NATO
Vertical Recoil: 33
Horizontal Recoil: 26
Velocity: 810 m/s
Fire Rate: 698 rpm
Penetration: 410 pp
Mag Capacity: 20 (30 w/ Extended Mag)
Fire Modes: Full Auto, Single Fire

Iron Sight Comparison:


The G3A3 uses a small iron sight with little clutter. It’s a very clean sight that allows you to keep on target fairly easily.

The FAL’s iron sight uses a crown front sight similar to that of the M4A1 but with a larger ring for the back sight. I’ve always liked this design. It’s just slightly more cluttered than the G3A3 but I feel it’s easier to use than the M4A1’s irons.

It comes down to preference as I do like using the irons for these 2 weapons.

The FAL was given a few nerfs, with more recoil and a slightly slower velocity. The following below is still based on the old stats of the FAL. I will update this sometime later.

Recoil Comparison:


The G3A3 has slightly more horizontal than the FAL and you can feel it. It fires at a slow 500 rpm which makes it easy to fire full auto. With testing, the G3A3 seems to work best when paired with the Compensator barrel attachment as this reduces its horizontal recoil.

The FAL’s recoil leans more towards the vertical recoil and pairing this with the foregrip gives the weapon its best recoil pattern. Pairing this weapon with the compensator does work as well, but you will feel that vertical recoil kick in. If you can control it, you’ll get a result similar to that with the foregrip.It all depends on whether you want to fight the horizontal recoil, or the vertical recoil.

Winner/Conclusion:

The FAL is the clear winner. With a higher rate of fire and velocity, the FAL is simply quicker, just as easy to control, and hits just as hard as the G3A3.

The big downside to the G3A3 is the rate of fire being terribly slow. It makes for a good mid-ranged weapon, or an easy to use 7.62 rifle, but with the slow rate of fire you must line up your shots first and make sure that first 2 rounds connect. Otherwise, you’re at a large disadvantage against most full auto weapons in this game and more-so against the FAL.

Alpha AK vs AK74

Video:
[link]
Stats Breakdown:

(Bold Differences. Underline Similarities)
Alpha AK:
Ammo Type: 7.62x39mm
Vertical Recoil: 26
Horizontal Recoil: 10
Velocity: 670 m/s
Fire Rate: 625 rpm
Penetration: 343pp
Fire Modes: Full Auto, Single Fire.

AK-74:
Ammo: 5.45 x 39mm
Vertical Recoil: 25
Horizontal: 7
Velocity: 900 m/s
Fire Rate: 652 RPM
Penetration: 316 pp
Fire Modes: Full Auto, Single Fire

Iron Sight Comparison:

It’s a definite win for the AK-74 with iron sights.
The Alpha AK probably has the worst irons so far in this guide. I’d much prefer a x1 optic over the irons. They still can be used, but I don’t feel comfortable with the front or back sights.

Recoil Comparison:

Surprisingly, both weapons handle very similarly. Even with the Alpha AK having more recoil, it still handles very similar to the AK-74. For the fire power that comes with it, the Alpha AK is a better choice as you’re getting slightly more power with slightly more recoil. It’s definitely easier to shoot with than say the FAL.

To be clear, the AK-74 has less recoil and is easier to use. However, the Alpha AK is so similar, it won’t take long at all to get used to it and be very consistent with your shots.

Conclusion:

For an out-of-the-box weapon the AK-74 is slightly better. With cleaner iron sights, slightly easier recoil and slightly faster fire rate, the AK-74 is the easier weapon to use.

With that said, the Alpha AK is just a small step above the AK-74 in regards to difficulty. The iron sights are not preferred for me at least, but the stat differences are very minimal aside from velocity. Which means the Alpha AK will have a harder time hitting distant or moving targets.
However, with the difference in recoil being almost identical with a more powerful caliber, the Alpha AK deals more damage with not really that much downside. Making the Alpha AK in my opinion, the better weapon.

L85A2 vs M4A1

Video:
[link]

The L85A2 is available for the Advisor Class for Security.
The M4A1 is available for the Riflemen Class for Security.

Stats Breakdown:

L85A2 costs 4 Supply Points
M4A1 costs 5 Supply Points

Similarities Underlined. Differences Bold.

L85A2
Ammo Type: 5.56x45mm NATO
Vertical Recoil: 24
Horizontal Recoil: 7
Velocity:940 m/s
Fire Rate: 652 rpm
Penetration: 329pp
Mag Capacity: 30 (35 w/ Extended)
Fire Modes: Full Auto, Single Fire

M4A1
Ammo Type: 5.56x45mm NATO
Vertical Recoil: 25
horizontal Recoil: 7
Velocity: 910 m/s
Fire Rate: 741 rpm
Penetration: 319pp
Mag Capacity: 30 (35 w/ Extended)
Fire Modes: Full Auto, Single Fire

Iron Sight Comparison:


Both irons are very clean. However, I will say the L85A2’s is slimmer and has a clearer picture. It also has less clutter on the sides.

The M4A1’s irons are tried and true. The only knock I have with it is the knob sticking out on the right which can block peripheral vision.

By a hair, I’d give the L85A2 the victory on iron sights.

Recoil Comparison:

Although the number is the same, the L85A2 has slightly more horizontal recoil than the M4A1. It may be identical with practice and it doesn’t really stop you from hitting the same shots.

The M4A1’s recoil focuses more on horizontal than vertical as well. There’s not much else to say.


With a foregrip added, both weapons end up with an identical recoil pattern.

As far as handling goes, both weapons are just too similar to say which one is out-right better and will come down to preference.

Winner/Conclusion:

In regards to supply points, the L85A2 wins by 1. It is just slightly cheaper than the M4A1 and you get a cleaner iron sight with near identical recoil and overall stats of the M4A1.

The M4A1 has a faster rate of fire than the L85A2 and it’s really the only clear upper-hand this weapon has. Meaning for close quarters combat, the M4A1 would be slightly better, but again not so much that it makes a big difference.

L85A2 Gameplay:

Tavor 7 vs ACE 52

VIDEO
[link]

The Tavor 7 is available for the Advisor class for Security.
The ACE 52 is available for the Advisor class for Insurgents.

Stats Breakdown:

Both weapons cost 5 Supply Points.

[[u]Similarities Underlined.[/u] Differences Bold]
Tavor 7
Ammo Type: 7.62x51mm NATO
Vertical Recoil: 30
Horizontal Recoil: 19
Velocity: 800 m/s
Fire Rate: 706 rpm
Penetration: 405 pp
Mag Capacity: 20. (30 w/ Extended Mags)
Fire Modes: Full Auto, Single Fire.

ACE 52
Ammo Type: 7.62x51mm NATO
Vertical Recoil: 34
Horizontal Recoil: 18
Velocity: 800 m/s
Fire Rate: 632 rpm
Penetration: 405 pp
Mag Capacity: 20. (30 w/ Extended Mags)
Fire Modes: Full Auto, Single Fire.

Iron Sight Comparison


The Tavor 7’s iron sight is very similar to the Alpha AK’s. It’s not bad, but not great either. The housing might get in the way of seeing targets but it’s not the worst we’ve seen.

The ACE 52’s iron sight is very similar but it is overall cleaner than the Tavor 7’s.

In my opinion, I think the ACE 52 wins in clarity against the Tavor.

Recoil Comparison:


The Tavor 7 has more horizontal than vertical, but the gun will still kick upwards. The horizontal isn’t all that bad and is similar to the M4’s. This makes the Tavor deadlier with a recoil pattern similar to the M4 and dealing more damage per shot than the typical 5.56 weapons.

The ACE 52’s recoil is more vertical than horizontal and you can feel every shot wanting to climb up. The weapon has less horizontal recoil than the Tavor 7 which makes the weapon’s recoil shoot up in a straight line.


The Tavor’s recoil gets a lot more linear with the foregrip. It’s not really necessary to run this weapon with the foregrip attachment but it certainly does help minimize the horizontal recoil.

The ACE 52 actually gets more horizontal recoil with the foregrip. With a compensator, the weapon goes back to a more linear recoil pattern.

Winner/Conclusion:

In regards to Supply Points, both weapons and their attachments costs the same. Meaning it would take the same amount of points to use the same attachments on either weapon. In regards to this, they’re tied.

Overall, the ACE 52 is just jumpy on vertical recoil and can be difficult to control. It may be a great weapon on single fire and only full auto in close quarters combat.

The Tavor 7 on the other hand has a slightly easier vertical control but will shift to the left and right. It still creates a really tight cluster of shots and with that, I feel the Tavor will be easier to handle and get consistent with as well as be more effective in any range, unlike the ACE 52.

Honey Badger vs AS VAL

VIDEO
[link]

The Honey Badger is available for the Riflemen class for Security.
The AS VAL is available for the Riflemen class for Insurgents.

Stats Breakdown:

[[u]Similarities Underlined.[/u] Differences Bold]

Honey Badger 5 Supply Points
Ammo Type: 300 Blackout
Vertical Recoil: 26
Horizontal Recoil: 10
Velocity: 259 m/s
Fire Rate: 857 RPM
Penetration: 590 pp
Mag Capacity: 30
Fire Modes: Single, Full Auto

AS VAL 6 Supply Points
Ammo Type: 9x39mm
Vertical Recoil: 28
Horizontal Recoil: 13
Velocity: 295 m/s
Fire Rate: 1000 RPM
Penetration: 618 pp
Mag Capacity: 20. (30 w/ Ext. Mag)
Fire Modes: Single, Full Auto.

Iron Sight Comparison


(Honey Badger Left | AS VAL Right)

Both iron sights are very clean and minimalist.
In regards to clarity, the AS VAL wins by a small margin, however I do like both of these sights a lot.

Recoil Comparison:

Honey Badger:

The Honey Badger’s recoil is far more vertical than horizontal. It fires a very straight line with little left and right sway. It is easy enough to control, but the jump may be difficult on a full mag dump.
The compensator does not seem to benefit this weapon. It does not make the vertical recoil any easier to control and instead, makes the weapon feel harder to control overall.

Another thing to mention is that the velocity is very low on this weapon which can make it difficult to hit moving targets and targets at a distance. Compare the 295 m/s of the Honey Badger to the 400 m/s velocity of the MP5.

AS VAL

Just like the Honey Badger, the AS VAL also relies heavily on vertical recoil than it does horizontal.
However with the weapon firing a 9x39mm round, the weapon in comparison will have less recoil than the Honey Badger. Aside from the recoil being less severe, it still has the same pattern than the Honey Badger. So if you’re comfortable with the Honey Badger, you’ll be comfortable with this.

The AS VAL’s speedy rate of fire of 1000 RPM, does make the recoil a bit harder to control on a full mag-dump or with a 30 round mag. A foregrip is definitely doable but not necessary. So long as you have trigger discipline, the recoil is very easy to get used to. It’s similar to a sense with the MP7.

Winner/Conclusion:


In regards to overall versatility, the Honey Badger wins. The Honey Badger costs 5 supply points and comes with a standard 30 round mag. Compare that to the AS VAL which costs 6 supply points and comes with a 20 round mag. Which means any combination of attachments you choose with the AS VAL is going to cost more than the Honey Badger by default.

The Honey Badger also fires a stronger round, the 300 Blackout, which yes makes the weapon’s recoil a little harder to deal with, but not to the point where it’s impossible to use. Even so, you can equip a foregrip to be more accurate with your shots.

I do recommend trying out both weapons, but the AS VAL does feel more like a niche weapon. If you like the MP7, you’ll like the AS VAL as well.

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