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BubbleSS Preface - TR INFANTRY WEAPONS
This is a thorough guide to all the TR infantry weapons. It will be used to showcase us
and the play-styles they are associated with as well as useful technical info behind theone weapon needs another slide, the continuation slide is to have only the title of CONuse other video guides to create this, but please link to them with small descriptions or
(for if I add any more editors). Also, shots to kill are all chest-shots without NanoweavArmors on a 1000 Hit Point (500 shield + 500 health, Infiltrators only have 400 shield) can find the unlisted damage values, many thanks (and tanks) will be given. Shoutout
hosting all the .gifs at their 1.5MB average size and Instagiffer for their software to recorecording hip-fire-only guns (MAX guns), note that I compensate for recoil and Im mai
CoF.
Hereis a good video by Drathamus Gaming for recoil compensation and cone-of-fire u
spot in the VR that I use. Ill be adding any Post-PU02 video reviews, but there arent m
Also note that all Playstyle descriptions are MY opinion and weapons can be used otexample, I personally use the SMG-46 Armistice with a 3.4x Red Dot, Compensator, EMagazine, and Soft Point Ammo and I love it, but its not at all the way the weapon wa
used most effectively. Any feedback can be sent to my email at [email protected]
/u/MrBubbleSS
mailto:[email protected]://www.youtube.com/watch?v=1WEisPV7DoI&feature=youtu.bemailto:[email protected]://www.youtube.com/watch?v=1WEisPV7DoI&feature=youtu.be7/25/2019 TR Infantry Weapons
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Links
BAT
AMR-
CARBINES
LC2 Lynx
LC3 Jaguar
NS-11C
T5 AMC
TRAC-5
TRAC-5 Burst
TRAC-5 S
ASSAULT RIFLESCyclerTRV
NS-11A
SABR-13
T1 Cycler
T1B Cycler
T1S Cycler
TAR
SHOTGUNS
AS16 NightHawk
FA1 Barrage
TAS-16 Blackjack
TRS-12 Uppercut
TS4 Haymaker
LMGS
MSW-R
NS-15M
T16 Rhino
T32 Bull
T9 CARV
T9 CARV-S
TMG-50
HEAVY GUN
T7 Mini-Chaingun
PISTOLS
NS Deep Freeze
NS Patriot Flare GunNS-357 Underboss
NS-44Commissioner
TR Patriot Flare Gun
TS2 Inquisitor
TX1 Repeater
TX2 Emperor
SMGS
NS-7 PDW
PDW-16 Hailstorm
SMG-46 Armistice
LAUNCHERSASP-30 Grounder
M9 SKEP LauncherML-7
NS Annihilator
NS Decimator
T2 Striker
MAXWEAPONSM1 Heavy Cycler
M2 Mutilator
M3 Pounder HEG
M6 Onslaught
MR1 Fracture
MRC3 Mercy
NS-10 Burster
SNI99SV
M77-RAMS
SR-7
TSAR
SCOHSR-
KSR-
SOAS
TUR
AI MA
AV M
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99SV | Semi-Auto Sniper
Usability: Infiltrator
Damage: 400@10m - 334@75m
Shots To Kill/Ideal Time To Kill: 3 Shots / 0.69 Seconds
Available Attachments:
6x (default), 7x, 8x, 10x, 12x
Suppressor
Flashlight, Forward GripNo Ammo Attachments
Playstyle: Mobile Sniper and Recon. Spotting targets and quicklyeliminating them in 3 quick, successive shots. Suppressor is an option
for extra stealth, but it takes a toll on the bullet velocity. 12x scope isuseful, but not always advised due to gravity compensation beingneeded for almost any shot at the ranges that scope is most useful
for. Very good at long-medium range and in open areas.
Recoil Pattern
Cost
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AMR-66 | Battle Rifle
Usability: Engineer, Heavy Assault
Damage: 250@8m - 225@75m
Shots To Kill/Ideal Time To Kill: 4-6 Shots / 1.1 Seconds
Available Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot , 4x Chevron , 4x
Crosshair, 6x
Compensator, Flash Suppressor, Suppressor
Flashlight, Forward Grip, Laser Sight
High Velocity Ammunition
Playstyle: Support and Ranged Assault. Engaging the enemy from 25-
100m and picking off enemies. Kills very quickly on unsuspectingenemies and does very well at a range in open biolab areas as well asopen plains with little-to-no cover due to the large range advantage
you gain over most targets.
Recoil Pattern
Cost: 250
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ASP-30 Grounder | AA/Dumb R
Usability: Heavy Assault
Damage: 1,000 Direct / [email protected] - 1@5m Splash
Shots To Kill/Ideal Time To Kill: 1 Shot / 1 Second/100m
Attachments:
None
Playstyle: Anti-Air or Desperate Infantry Crowd Control. As of PU2s
projectile acceleration, this launcher is not as good against infantry asit has no acceleration without a lock. With a lock, this launcher takes 3shots alone to destroy an ESF, but 2 will set them on fire. Good in
open areas after the target has used their flares because, after lock,you can forget about it and it WILL hit them if nothing gets in the way.Not recommended, but still usable against infantry (doing 135 less
than the ML-7 and 335 less than the NS Decimator) as it can kill witha direct or 0.5m or less indirect hit and can cause damage up to 5m.
Onlydirect damage is dealt to vehicles.
Recoil Pa
Cost: 25
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AI MANA Turret | Deployable Tu
Usability: Engineer
Damage: 193@10m - 150@100m
Shots To Kill/Ideal Time To Kill: 6 Shots / 0.65 Seconds
Attachments:
None
Playstyle: Deployable Cover or Overwatch Support on Defense. This
turret is best fired in short bursts due to not being ammo-based, butheat-based. Upgrading it, as well as holding a linked Amp Station,can increase the time it takes to overheat, but the CoF bloom is so
quick that a quick 2 second burst is all you really need. You can snipewith it be clicking in even shorter bursts which is surprisingly effectiveat a range. This turret can also be used as cover because the shield
takes absolutely no damage. In PU02, the hitboxes on MANA turretswas updated to be more accurate, but you still need to be poking out
fromthe side or top by quite a bit before you can shoot past it.
Recoil Pa
Cost:
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AV MANA Turret | Deployable T
Usability: Engineer
Damage: 1,000 Direct / [email protected] - 0@5m Splash
Shots To Kill/Ideal Time To Kill: 1 Shot / Rocket Speed Unlisted
Attachments:
None
Playstyle: Deployable Cover and Tank/Infantry Sniper. This turret is a
guide-by-wire turret so the rocket will attempt to go to the locationunder your reticule if it has not already passed it. It can be upgradedto recover more quickly after each shot. It can also shoot at extreme
ranges, but is best with lower-sensitivity for precision shots. It will 1-shot infantry and 2-shot MAXes. Best used when you find a goodridge with a lot of cover so the enemy sees as little of the turret as
possible, even better if you can get above the enemy so they cantheadshot because your turret blocks them. It can also be used as
conventional cover, but has no protective shield.
Recoil P
Cost: 100
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Cycler TRV | Assault Rifle
Usability: Combat Medic
Damage: 143@10m - 112@60m
Shots To Kill/Ideal Time To Kill: 7 Shots / 0.49 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
Flash Suppressor, Suppressor
Flashlight, Forward Grip, Laser Sight, Advanced Laser Sight
Soft Point Ammunition
Playstyle: Close Quarters and Close Range Assault. Using the fastest
RoF (845) of all TR assault rifles as well as the Adv Laser and SoftPoint Ammo, this weapon was meant to be an accurate hip-fire gun inshort range. Good for taking out an enemy quickly with headshots.
Aim for the chest and the CoF will increase to the head.
Recoil Patter
Cost: 250
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FA1 Barrage | Shotgun
Usability: Light Assault, Combat Medic, Engineer, Heavy Assault
Damage: 130@8m (6 pellets) - 50@16m (3 pellets)
Shots To Kill/Ideal Time To Kill: 2 Shots / 0.54 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
No Barrel Attachments
Extended Magazine, Laser Sight, Flashlight, Forward Grip
Slug Ammunition
Playstyle: Close Quarters Assault and Slug Sniper. With this weapon
s more-accurate CoF and tighter pellet spread than all other TRshotguns, it goes very well with Slug Ammo and a 3.4x Sight withExtended Mag (6 Shots, 10 Extended Mag) and is good for charging
into CQC areas and also good for Tower Stompingin the middle-top.
Recoil P
Cost: 750
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HSR-1 | Semi-Auto Scout Rifle
Usability: Infiltrator
Damage: 334@15m - 250@75m
Shots To Kill/Ideal Time To Kill: 4 Shots / 0.96 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot , 4x Chevron , 4x
Crosshair, 6x
Compensator, Flash Suppressor, Suppressor
Flashlight, Forward Grip, Laser Sight
No Ammo Attachments
Playstyle: Mid-Combat Sniper or Support. Much like the AMR-66, this
weapon excels at mid-long range combat, but due to the requiredmultiple-shot kill as an infiltrator, either shoot a quick 4 shots or get 2headshots before they notice theyre being fired upon. Suppressor is
an option for those who sneak around, but note the bullet drop.
Recoil P
Cost: 750C
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KSR-35 | Semi-Auto Scout Rifle
Usability: Infiltrator
Damage: 400@10m - 334@75m
Shots To Kill/Ideal Time To Kill: 3 Shots / 0.78 Seconds
Attachments:
1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x Crosshair
Suppressor
Flashlight, Forward GripNo Ammo Attachments
Playstyle: Mid-Range Sniper or Support. With the highest damage ofany TR semi-auto (tied with 99SV), it can 3-shot almost any target at
ANY range, 4-shot definitely if target has Nanoweave. Best way touse it is to come out of cloak just long enough to kill your target, thencloak again and reposition. It also has a bad habit of running out of
ammodue to its small ammo capacity (70 total).
Recoil P
Cost: 500C
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LC2 Lynx | Carbine
Usability: Light Assault, Engineer
Damage: 143@10m - 100-@60m
Shots To Kill/Ideal Time To Kill: 7 Shots / 0.53 Seconds
Attachments:
HS/NV, 1x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
Flash Suppressor, Suppressor
Flashlight, Forward Grip, Advanced Laser Sight, Laser Sight
Soft Point Ammunition
Playstyle: Rapid-Fire Close-Range Assault. With its high RoF and
tight CoF with the Advanced Laser sight, it excels in close rangecombat. Hip fire is strongly recommended as the recoil is one of themost harsh for carbines due to the high RoF. Best in and around
buildings and watchtowers. Using either Suppressor is a good idea.
Recoil Pattern
Cost: 1000
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LC3 Jaguar | Carbine
Usability: Light Assault, Engineer
Damage: 143@10m - 112@60m
Shots To Kill/Ideal Time To Kill: 7 Shots / 0.56 Seconds
Attachments:
HS/NV, 1x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
Suppressor, Flash Suppressor
Flashlight, Forward Grip, Advanced Laser Sight, Laser Sight
Soft Point Ammunition
Playstyle: Short-Medium Range Assault. Very similar to the Lynx (but
much cheaper), this gun has a much better recoil pattern and muchbetter range capabilities. With the HS/NV and the Advanced Laser, its good at both its usable sighted range as well as at short ranges
with hip-fire. Good with Ammo Belt for a very survivable loadout.
Recoil P
Cost: 250C
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M1 Heavy Cycler | MAX Chaingu
Usability: MAX
Damage: 143@10m - 125@65m
Shots To Kill/Ideal Time To Kill: 7 Shots / 1.05 Seconds
Attachments:
Extended Magazine
Playstyle: Anti-Infantry Assault MAX. This is the most versatile
chaingun for the TR MAX. In short bursts, you can deal damage at a
range (about 50m) due to the low initial CoF. If fired constantlythough, it can rip through close range as well with its capacity of 60
bullets (90 with Extended Mag). Good when paired with itself as bothguns can shred at both close range and medium range. A goodcomparison is the LC2 Lynx due to very similar damage and both
guns together match its RoF (400x2 RPM and 800 RPM) whilehaving the added benefit of the MAX suit. Good in semi-closed bases
with cover and indoors.
Cost: 100
and
Recoil P
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M2 Mutilator | MAX Chaingun
Usability: MAX
Damage: 143@10m - 125@65m
Shots To Kill/Ideal Time To Kill: 7 Shots / 1.05 Seconds
Attachments:
Extended Magazine
Playstyle: Solo AI and Defensive MAX. This is most notable for its
huge ammo capacity of 100 bullets (150 with Extended Mag) giving it
amazing sustainability. Its ranged capabilities are not very good, butit makes up for it by being able to simulate English weather with
bullets. Its amazing when paired with the MAX Lockdown abilitywhich gives it a higher RoF and better reload speed allowing it (withthe help of an Engineer) to defend a position near-indefinitely with
Flak Armor. It can also fare well when soloing due to the large totalammo pool of 800 rounds (1100 with the Ammo Storage Canisters)
and Nanite Auto Repair for health. Good choice for a second AI gun.
Recoil P
Cost: 250C
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M3 Pounder HEG | MAX Anti-Ve
Usability: MAX
Damage: 285 Direct / [email protected] - 1@3m Splash
Shots To Kill/Ideal Time To Kill: 4 Shots / 3 Seconds
Attachments:
None
Playstyle: Quick Anti-Infantry/Anti-Vehicle Destroyer. It is best when
paired with itself as you can cut the TTK in half (1.5 Seconds) and
double the chance to hit your target. Against vehicles, you MUSThave both because the DPS isnt enough to kill it in any reasonable
time and when you have both, you can kill a sunderer that is beingactively repaired by an Engineer. Once you get the arc down, youcan even snipe people with it. Best in open areas with scattered
cover or very enclosed areas against an enemy push. Since PU2, thesplash damage was buffed significantly and can kill quite effectively
against clusters of enemy infantry. Its also inexpensive.
Recoil P
Cost: 250C
and
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M6 Onslaught | MAX Chaingun
Usability: MAX
Damage: 125@10m - 100@50m
Shots To Kill/Ideal Time To Kill: 8 Shots / 0.98 Seconds
Attachments:
Extended Magazine
Playstyle: Close Range Shredder. Having the highest RoF and
shortest TTK of all MAX chainguns, it is extremely useful in close
range combat. Its CoF is not very good at medium ranges, butexcels when paired with itself for close range shredding or any other
chaingun for additional range or sustainability. Good when combinedwith the Charge ability to rush in past the frontlines and shredsupport hostiles and then assault hostiles from behind. Its also good
when combined with Lockdown due to the RoF increase which leadsto an even faster TTK and increased defensive capabilities. Not very
good in large, open areas with very little cover.
Recoil P
Cost: 1000
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M77-B | Bolt-Action Sniper
Usability: Infiltrator
Damage: 650@10m - 400@350m / Headshot-Kill@250m
Shots To Kill/Ideal Time To Kill: 2 Shots / 1.6 Seconds (First@0s)
Attachments:
6x (Default), 7x, 8x, 10x, 12x
Suppressor
Flashlight, Forward GripPlaystyle: Patient Long Range Sniper. This gun can only be usedmost effectively when within 250m of your target seeing as its very
difficult to land 2 consecutive shots on a person with a bolt-action.Positioning must also be thought out because you want to be able to
snipe across a long range (12x scope recommended), but also notbe detected. Fire a shot before-hand as well and take note of whichMil-Dot it lands on/between to find the proper place to aim at range.
Recoil P
Cost: 250
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M9 SKEP Launcher | AV/Dumb Rocke
Usability: Heavy Assault
Damage: 1,000 Direct / 1,[email protected] - 1@6m Splash
Shots To Kill/Ideal Time To Kill: 1 Shot / 0.87 Seconds/100m
Attachments:
None
Playstyle: Anti-Vehicle/Anti-Infantry Assault. This is capable of
dealing great amounts of damage to vehicles with both the lock-on
and dumb-fire modes. If the target is zooming past too quickly for alock, you can fire anyway to get decent splash damage and possibly
a kill if the target if you get a direct hit. If the target is moving and/ortoo far to dumb-fire guess, the lock-on can make up for it. Note thatthe further the target is away from you, the longer it takes to lock-on
and track. Its a much better Anti-Infantry equivalent than the ASP-30Grounder due to its faster rocket speed combined with the bestsplashdamage radius. Good versus MAXes and almost any area.
Recoil Pa
Cost: 250C
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ML-7 | Dumb Rocket
Usability: Heavy Assault
Damage: 1,135 Direct / 1,[email protected] - 1@5m Splash
Shots To Kill/Ideal Time To Kill: 1 Shot / 1.17 Seconds/100m
Attachments:
None
Playstyle: Anti-Infantry/Anti-Vehicle Assault and MAX Destroyer. This
has a decent amount of projectile acceleration as well as starting
firing slightly upward (both added in PU02) right out of the launcher.This means you can aim at a target in your sights and easily
compensate for gravity. At 50m, you should aim half-way betweenthe center and the edge of the inner circle and at 100m, you shouldbe almost at the edge of the inner circle of the ironsight. It works well
in close to medium range areas against infantry (especially againstMAXes) and in medium to long range encounters with vehicles. Oneshotwill set an ESF on fire to explode 2 seconds later.
Recoil Pa
Cost:
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MR1 Fracture | MAX Anti-Vehicl
Usability: MAX
Damage: 210 Direct / [email protected] - 1@3m Splash
Shots To Kill/Ideal Time To Kill: 5 Shots / 3.75 Seconds
Attachments:
None
Playstyle: Ranged Anti-Everything Assault. This has a versatility as
an explosive weapon that is match by no other TR weapon. Its good
against air due to its high velocity (180m/s) and reasonable damage(10 shots to set an ESF on fire, 12 to kill). Its good against vehicles
due to the RoF (80RPM) mixed with dealing decent explosivedamage (5 shots for an M9 SKEP equivalent) per second. Its alsogood against infantry, but not as much because it requires a direct hit
to deal any significant damage, but that takes not a whole lot ofpractice to get down. Its best by far when paired with itself, but stillworkswith other weapons well. Good in medium-long range.
Recoil P
Cost: 100
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MRC3 Mercy | MAX Chaingun
Usability: MAX
Damage: 125
Shots To Kill/Ideal Time To Kill: 8 Shots / 1.13 Seconds
Attachments:
Extended Magazine
Playstyle: Close-Mid Range Assault. This is very unique in that it has
no damage falloff whatsoever and is the only TR bullet-based
weapon that has this. It also has the tightest CoF of all the chainguns,making it an excellent choice at medium-range combat and has the
ability to fire full-auto without suffering. It also does quite well inclose-range, but suffers in close-quarters compared to the others dueto its lower RoF. Very good when paired with either itself for duality or
an M6 Onslaught for tighter situations against other MAXes or largeamounts of hostile infantry. Best in semi-closed areas or open fieldswith scattered cover and few vehicles.
Recoil P
Cost: 100
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MSW-R | Light Machine Gun
Usability: Heavy Assault
Damage: 143@10m - 125@65m
Shots To Kill/Ideal Time To Kill: 7 Shots / 0.72 Seconds
Attachments:
HS/NV, 1x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x,
Crosshair
Flash Suppressor, Suppressor
Flashlight, Forward Grip, Advanced Laser Sight, Laser Sight
Soft Point Ammunition
Playstyle: Close-Quarters to Medium Range Assault. With an
Advanced Laser and Soft Point Ammo, this weapon excels in closequarters with hip-fire, but also has a fairly easy to control recoil,making it also good for burst fire at a range. Good in enclosed areas
and open plains with scattered cover. Excellent in surprise attacks.
Recoil Pattern
Cost: 250
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NS Annihilator | AV/AA Rocket
Usability: Heavy Assault
Damage: 1,000 Direct / 1,[email protected] - 1@5m
Shots To Kill/Ideal Time To Kill: 1 Shot / 1 Second/100m
Attachments:
None
Playstyle: Anti-Vehicle and Anti-Air Support. If youre trying to hit
infantry, over a 99% chance is youll fail. This weapon locks on to
both land and air and deals a decent amount to both. Its good forbattles in which both are present because you can lock on and make
your enemy feel threatened by just having the lock, so its always agood idea to have one rocket spare. In ground fights, focus theclosest targets so as to relieve pressure on friendly ground armor and
infantry. After ground is pushed back, liberators are primary targets,but chances are, youll just send them back to repair and not kill,buying a lot of time for your team though. Best in open areas.
Recoil Pa
Cost: 100
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NS Decimator | Dumb Rocket
Usability: Heavy Assault
Damage: 1,335 Direct / 1,[email protected] - 1@5m Splash
Shots To Kill/Ideal Time To Kill: 1 Shot / 1.66 Seconds/100m
Attachments:
None
Playstyle: Armor Destroyer and Anti-MAX/Infantry Assault. Having
the highest damage of any infantry weapon in the game, it also has
the slowest flying rocket, but it does have projectile acceleration as ofPU02, which makes aiming at various ranges easier to hit and
compensate for. It does amazing damage in vehicle critical spots(rear engine most of the time) and also works very well against MAXsuits, bringing them to 665 health in one direct hit, and then swapping
to a close range LMG like the MSW-R or T9 CARV leads to an easyfinish if you have the drop on the MAX. Its also really good againstclusters of infantry. Best at close-medium range.
Recoil Pa
Cost: 1000
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NS Deep Freeze | Vanity Pistol
Usability: All Non-Max Classes
Damage: 375@8m - 200@42m
Shots To Kill/Ideal Time To Kill: 3 Shots / 6 Seconds
Attachments:
None
Playstyle: Snowball Fighter/Melee Killer. Only use this if you plan to
have a more difficult time killing with your pistol slot or youre having
a snowball fight. This is a limited-availability weapon from the 2013-2014 winter break, introduced in PU02 along with the snowmen on
Esamir. If you get 100 kills with it, you earn the Snow Balla title towear proudly and make everyone think Holy cow, that guy knowswhat theyre doing. It does equal damage to the other Vanity Pistols
and can be used right after a knife swipe for a fairly easy kill. Theprojectile comes from the side where the gun is and not your head,whichmakes it hard to aim. Good in melee fights.
Recoil P
Cost: 1000
Limited A
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NS Patriot Flare Gun | Vanity Pi
Usability: All Non-MAX Classes
Damage: 375@8m - 200@42m
Shots To Kill/Ideal Time To Kill: 3 Shots / 6 Seconds
Attachments:
None
Playstyle: Partygoer/Melee Killer. Only use this if you plan to have a
more difficult time killing with your pistol slot or youre having a party.
If you get 100 kills with it or the faction-specific variants, you unlockthe Pyro title. This can be used in melee combat just after a knife
swipe for a quick kill. Its better than the faction-specific variants inthat it fires randomly in all patterns and 6 different colors, 3 of whichcant be made by any of the variants.Its very good in melee combat,
but not very useful anywhere else and youd be better off with a NS-44 Commissioner for finishing blows, but a title is a title. Best inmeleecombat, and the best part is it announces your location.
Recoil P
Cost: 1000Limited A
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NS-10 Burster | MAX Anti-Air
Usability: MAX
Damage: 100@50m - 20@200m Direct / 56@6m - 1@8m Splash
Shots To Kill/Ideal Time To Kill: 10 Shots / 2.73 Seconds
Attachments:
Extended Magazine
Playstyle: Anti-Air Destroyer. This is nearly useless by way of actually
destroying air without using both because having both without
Extended Mag (28 without, 42 with) can blow up an unarmored ESF ifall shots hit. This gun is a flak weapon so it will explode in proximity
to any aircraft, but note that it will not explode at really close rangeand that it will explode around hostile drop pods as those areclassified as air vehicles and can actually be destroyed fairly quickly.
Best in open areas where the MAX is in cover, but has a good line ofsight to the target. Good inside spawn rooms as well seeing as youcan shoot out, but hostiles cant shoot in.
Cost: 100
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Recoil P
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NS-11A | Assault Rifle
Usability: Combat Medic
Damage: 143@10m - 125@65m
Shots To Kill/Ideal Time To Kill: 7 Shots / 0.64 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
Flash Suppressor, Suppressor, Compensator
Flashlight, Forward Grip, Laser Sight
Soft Point Ammunition, High Velocity Ammunition
Playstyle: Mid-Range Assault/Support. This has a versatile
assortment of attachments to accommodate most playstyles, but fitsmid-range combat best. With a forward grip, compensator, 2x or 3.4xsight, and High Velocity Ammo, it excels in killing at medium and
close ranges with ADS. Best in semi-open areas with cover.
Recoil Patter
Cost: 1000
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NS-11C | Carbine
Usability: Light Assault, Engineer
Damage: 143@10m - 112@60m
Shots To Kill/Ideal Time To Kill: 7 Shots / 0.64 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
Flash Suppressor, Suppressor, Compensator
Flashlight, Forward Grip, Laser Sight
Soft Point Ammunition, High Velocity Ammunition
Playstyle: Close-Mid Range Assault/Support. With the lower RoF
than other TR guns, it has a very easily manageable recoil and aslow CoF bloom that allows ADS to work well with a Compensator,Forward Grip (or Laser for closer), 1x, 2x, or 3.4x scope, and your
choiceof Ammo. Good in open areas with cover. Aim for the chest.
Recoil Patter
Cost: 1000
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NS-15M | Light Machine Gun
Usability: Heavy Assault
Damage: 143@10m - 125@65m
Shots To Kill/Ideal Time To Kill: 7 Shots / 0.67 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
Flash Suppressor, Suppressor, Compensator
Flashlight, Forward Grip, Laser Sight
Soft Point Ammunition, High Velocity Ammunition
Playstyle: Mid-Range Assault. This has a very easily controlled recoil
due to the lower RoF. Its best with a Compensator and Forward Gripwith High Velocity Ammo for longer range or Suppressor and Laserwith Soft Point Ammo. Good in medium-long ranges and in open
areaswith scattered cover and in towers with a suppressor.
Recoil Patter
Cost: 1000
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NS-357 Underboss | Pistol
Usability: All Non-MAX Classes
Damage: 375@8m - 200@42m
Shots To Kill/Ideal Time To Kill: 3 Shots / 0.81 Seconds
Attachments:
Flashlight, Laser Sight
Playstyle: Close-Range Finisher. This is one of two revolver-type
weapons and is the faster, but less-damage variant. Its best in close
range due to the quicker refire rate (221RPM) and reload rate thanthe NS-44 Commissioner. The best way to use it is by using your
primary weapon until you run out of ammo in your clip and using theNS-357 Underboss as a finisher due to its high damage per shot atclose range. It does require some aiming experience in both hip-fire
and ADS because of the relatively slow fire rate compared to mostother pistols. Good in close range combat with a Laser Sight and hip-firingor in medium/close range ADS, but has a very small sight.
Recoil P
Cost: 1000
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NS-44 Commissioner | Pistol
Usability: All Non-MAX Classes
Damage: 450@8m - 225@42m
Shots To Kill/Ideal Time To Kill: 3 Shots / 1.06 Seconds
Attachments:
Flashlight, Laser Sight
Playstyle: Stealth Support or Heavy Finisher. This has the highest
damage per bullet of any other pistol in the game. Its also the higher-
damage and bullet-velocity cousin of the NS-357 Underboss, but hasa longer reload time. With 3 shots to kill anyone at close range, you
can use the short reload (3 seconds at 1-3 shots, 4 seconds at 4-6shots long reload) and come back more quickly with a full clip on yournext target. Best way to use it is either as a support item for a long-
range primary like a Bolt-Action Sniper or as a finisher for if you runout of clip ammo on any primary weapon. Good in close-mediumrangein open bases or hills. Laser sight is a must.
Recoil P
Cost: 1000
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NS-7 PDW | Sub-Machine Gun
Usability: All Non-MAX Classes
Damage: 125@15m - 100@65m
Shots To Kill/Ideal Time To Kill: 8 Shots / 0.64 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
Compensator, Flash Suppressor, Suppressor
Extended Magazine, Flashlight, Forward Grip, Advanced LaserSight, Laser Sight
Soft Point Ammunition
Playstyle: Mid/Close-Range Assault. This has a very easily handledrecoil (as NS), so its very good at mid-ranged combat. Its quick TTKand Advanced Laser also make it amazing in close-ranged combat.
Good in semi-closed areas like outdoor compounds and towers.
Recoil Patter
Cost: 1000
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PDW-16 Hailstorm | Sub-Machine Gun
Usability: All Non-MAX Classes
Damage:125@6m - 84@42m
Shots To Kill/Ideal Time To Kill: 8 Shots / 0.6 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
Compensator, Flash Suppressor, Suppressor
Flashlight, Forward Grip, Advanced Laser Sight, Laser Sight
Soft Point Ammunition
Playstyle: Close-Range Assault and Assassin. This is the larger mag
(60 Shots) and lower RoF (800RPM) SMG. It can kill many targets ina mag if you can hit reliably and performs well in close quarters andclose-range combat. With an Advanced Laser, it has a very small hip-
fire CoF. Good in semi-closed areas and indoors. Cost: 1000
Recoil Pattern
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RAMS .50M | Bolt-Action Sniper
Usability: Infiltrator
Damage: 700@10m - 400@400m
Shots To Kill/Ideal Time To Kill: 2 Shots / 1.5 Seconds (First@0s)
Attachments:
6x (Default), 7x, 8x, 10x, 12x
Suppressor
Flashlight, Forward Grip
Playstyle: Long-Range Sniper. This has the fastest bullet velocity(650m/s) of any other TR infantry weapon, making it perfect for long
range shots. Its one-hit-headshot range is inside 300m. The bestscope for general use on this is the 12x due to it being the closest
and anything within 300m has only a slight drop from the center ofthe mil-dot crosshair. Best if you wait for your target to stop as aliving target cant track you. Good at very long ranges while in cover. Cost: 1000
Recoil P
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SABR-13 | Assault Rifle
Usability: Combat Medic
Damage: 167@10m - 143@75m
Shots To Kill/Ideal Time To Kill: 6 Shots / 0.6 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair, 6x
Compensator, Suppressor
Flashlight, Advanced Forward Grip, Forward Grip, Laser Sight
High Velocity Ammunition
Playstyle: Mid-Long Range Support/Assault. Having the highest
damage and a unique 2x burst fire, this excels at medium-long rangecombat. Best with a Compensator, Advanced Forward Grip, HighVelocity Ammo, and a 3.4x scope for multi-range use. Be sure to
clickfor every 2 bullets. Good in open areas with scattered cover. Cost: 1000
Recoil P
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SMG-46 Armistice | Sub-Machine Gun
Usability: All Non-MAX Classes
Damage: 125@6m - 84@42m
Shots To Kill/Ideal Time To Kill: 8 Shots / 0.54 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
Compensator, Flash Suppressor, Suppressor
Flashlight, Forward Grip, Advanced Laser Sight, Laser Sight,Extended Magazine
Soft Point Ammunition
Playstyle: Close Range Assault/Assassin. This has one of theshortest TTKs in the infantry game. Its best with an Advanced Laserwith Soft Point Ammo. Best when hip-firing or ADS with a 1x or 2x
scope. Good in close-quarters combat and indoors with cover. Cost: 1000
Recoil Pattern: U
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SOAS-20 | Auto Scout Rifle
Usability: Infiltrator
Damage: 143@10m - 125@60m
Shots To Kill/Ideal Time To Kill: 7 Shots / 0.64 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair, 6x
Compensator, Flash Suppressor, Suppressor
Flashlight, Forward Grip, Laser Sight
Playstyle: Mid-Range Assault/Assassin. Being a full-auto scout rifle
reduces its range, but if fired in bursts can be very effective atranges up to 100m with a 3.4x scope. For shorter-range
engagements, use a lower-power HS/NV or 2x scope, but still ADS.Always aim for the head on the first shot and drag down from there.Good in large open areas with little cover and in small, closed areas. Cost: 250C
Recoil P
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SR-7 | Bolt-Action Sniper
Usability: Infiltrator
Damage: 650@10m - 400@350mShots To Kill/Ideal Time To Kill: 2 Shots / 1.3 Seconds (First@0s)
Attachments:
6x (Default), 7x, 8x, 10x, 12x
Suppressor
Flashlight, Forward Grip
Playstyle: Mid-Long Range Sniper. This has a one-shot-headshotrange of 250m and a faster reload speed and (4.7 Long - 3.1 Short)
slightly slower bullet-velocity than the RAMS .50M. Its most effectivewith the 12x scope and should experience very little bullet drop inside
the headshot range, making it a somewhat good candidate for asuppressor, but note that youll have a lot more bullet drop with one.Good in large, open areas when in protective cover. Cost: 1000
Recoil Pattern
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T1 Cycler | Assault Rifle
Usability: Combat Medic
Damage: 143@10m - 125@65mShots To Kill/Ideal Time To Kill: 7 Shots / 0.56 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
Flash Suppressor, Suppressor
Flashlight, Forward Grip, Laser Sight
No Ammo Attachments
Playstyle: Mid-Range Assault. This is pretty good for being a stock
weapon. Its an all around good weapon, but it isnt really amazing atanything. Best with a low-power HS/NV or 2x scope in medium toclose ranges. It has two specialized variants: T1S Cycler and T1B
Cycler. Good in semi-open areas with scattered cover and indoors. Cost:
Recoil P
| G
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T16 Rhino | Light Machine Gun
Usability: Heavy Assault
Damage: 143@10m - 125@65mShots To Kill/Ideal Time To Kill: 7 Shots / 0.64 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x,
Crosshair
Flash Suppressor, Suppressor
Extended Magazine, Flashlight, Advanced Forward Grip,Forward Grip, Laser Sight
High Velocity Ammunition
Playstyle: Medium-Long Range Support/Assault. This is very usefulin bursts from 1-6 shots before the CoF is no longer useful at arange. Best with Advanced Grip and a 3.4x scope. Has a high ammo
per mag (100, 200 with ExtMag) Good in open areas with little cover. Cost: 250C
Recoil P
T1B C l | A lt Rifl
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T1B Cycler | Assault Rifle
Usability: Combat Medic
Damage: 143@10m - 125@65mShots To Kill/Ideal Time To Kill: 7 Shots / 0.56 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
Flash Suppressor, Suppressor
Flashlight, Forward Grip, Laser Sight
High Velocity Ammo
Playstyle: Mid-Range Support/Assault. This, being a burst variant,
can only fire in 3-Burst or Semi modes. With 3-Burst, it has a nearinsignificant CoF expansion and the first 2 shots fire at the samelocation. Aim for the chest and 2 will hit the chest and one will hit the
head.Good in open areas with cover and semi-closed bases. Cost: 100C
Recoil P
T1S C l | A lt Rifl
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T1S Cycler | Assault Rifle
Usability: Combat Medic
Damage: 143@10m - 125@65mShots To Kill/Ideal Time To Kill: 7 Shots / 0.6 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair, 6x
Compensator, Flash Suppressor, Suppressor
Flashlight, Forward Grip, Laser Sight, Grenade Launcher,Underbarrel Shotgun, Smoke Launcher
Soft Point Ammunition, High Velocity Ammunition
Playstyle: Versatile Assault/Support. This has every non-advancedattachment for assault rifles with underbarrel attachments and 3 fire-modes. 2x, Comp, Grenade Launcher, and Soft Point Ammo is good
at close range. Good at medium-short, but fair at long range. Cost: 500C
Recoil P
T2 St ik | AA/AV R k t
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T2 Striker | AA/AV Rocket
Usability: Heavy Assault
Damage: 335 Direct / [email protected] - 1@3m SplashShots To Kill/Ideal Time To Kill: 3 Shots / 1.8 Seconds
Attachments:
None
Playstyle: Anti-Air and Anti-Vehicle Assault/Support. This is the TR
Specific launcher. It fires only on lock-ons, but can fire 5 rockets in
total at one target. The lock must be maintained while the rockets flyor else they will lose the target, fly up, and explode. It does the most
damage to any vehicle in one mag of any other launcher as well(1675 Direct). Vehicles are not affected by splash damage, but firingit at a Sunderer or a vehicle being repaired can possibly deal a great
amount to hostiles around it. Lock time increases with distance, butthe lock usually stays for a few seconds after losing sight, but therockets are best fired in-sight. Good in open areas when in cover. Cost: 1000
Recoil Pa
T32 B ll | Li ht M hi G
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T32 Bull | Light Machine Gun
Usability: Heavy Assault
Damage: 143@10m - 125@65Shots To Kill/Ideal Time To Kill: 7 Shots / 0.64 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
Compensator, Flash Suppressor, Suppressor
Flashlight, Forward Grip, Laser Sight
Soft Point Ammunition, High Velocity Ammunition
Playstyle: Medium/Close-Range Assault. This has a easy to manage
recoil that makes for easier headshots and quick kills with as manyhits as possible. It has a fairly quick reload speed and a magazine of60 shots, making it good for back-to-back engagements with many
hostiles. Good in open areas with cover and semi-open areas. Cost: 1000
Recoil P
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T7 Mi i Ch i | H G
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T7 Mini-Chaingun | Heavy Gun
Usability: Heavy Assault
Damage: 143@10m - 112@50mShots To Kill/Ideal Time To Kill: 7 Shots / 0.53 Seconds (Full Spin)
Attachments:
Flashlight, Laser Sight
Extended Magazine
Playstyle: Close Quarters Assault. This has a spinup time before
firing, but due to being a non-stealthy weapon (sounds like abuzzsaw), pre-firing before walking into a room where hostiles maybe present is a very good idea. It also has a very high magazine
capacity (100 Shots, 200 with Extended Magazine) that can be usedto shred through multiple hostiles in close quarters. It can also beused effectively against MAXes due to its spammy nature and being
able to deal a lot of damage to one target in a short amount of time.Good in close-quarters and inside buildings. Cost: 1000
Recoil P
T9 CARV | Light Machine G n
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T9 CARV | Light Machine Gun
Usability: Heavy Assault
Damage: 143@10m - 125@65mShots To Kill/Ideal Time To Kill: 7 Shots / 0.56 Seconds
Attachments:
HS/NV, 1x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
Flash Suppressor, Suppressor
Flashlight, Forward Grip, Laser SightNo Ammo Attachments
Playstyle: Close/Mid Range Assault/Support. As a stock weapon, it
will probably be used very frequently. Its a very good weapon forsurvival due to the high magazine capacity (100 Shots), but has along reload time. Dont reload at all until around 50-ish shots or until
out ofcombat. Good in open areas with cover and semi-open areas. Cost:
Recoil P
T9 CARV S | Light Machine GunBACK
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T9 CARV-S | Light Machine Gun
Usability: Heavy Assault
Damage:143@10m - 125@65mShots To Kill/Ideal Time To Kill: 7 Shots / 0.6 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair, 6x
Compensator, Flash Suppressor, Suppressor
Extended Magazine, Flashlight, Forward Grip, Laser SightSoft Point Ammunition, High Velocity Ammunition
Playstyle: Versatile Medium-Range Assault. This has extras on both
the short-range and long-range fronts from the T9 CARV that give itmany more possible roles. Ammo and scope slots are used to specifyshort/medium-long ranges. However, it has a reduced RoF from the
T9 CARV, but also has 3-Burst fire-mode. Good anywhere. Cost: 500C
Recoil P
TAR | Assault RifleBACK
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TAR | Assault Rifle
Usability: Combat Medic
Damage: 143@10m - 112@60mShots To Kill/Ideal Time To Kill: 7 Shots / 0.53 Seconds
Attachments:
HS/NV, 1x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
Suppressor, Flash Suppressor
Forward Grip, Advanced Laser Sight, Laser Sight, FlashlightSoft Point Ammunition
Playstyle: Close Range Assault. Its high RoF combined with an
Advanced Laser makes it amazing at close-quarters combat with hip-firing. Its ADS recoil is a bit difficult, so avoid ADSing when you can,unless you fire in short bursts or use attachments to fix it.
Cost: 250C
Recoil Pattern
TAS 16 Blackjack | Pump ShotgBACK
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TAS-16 Blackjack | Pump Shotg
Usability: Light Assault, Engineer, Combat Medic, Heavy Assault
Damage: 130@8m (11 Pellets) - 50@18m (3.5 Pellets)Shots To Kill/Ideal Time To Kill: 1 Shot / Instantly
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot,4x Chevron, 4x
Crosshair
No Barrel Attachments
Extended Magazine, Flashlight, Laser SightSlug Ammunition
Playstyle: Close Quarters Assault. This does the most damage in one
full hit of all TR shotguns. It also has a small magazine capacity (4Shots, 6 Ext Mag ), so Extended Mag is a must. Its best when youapproach very close or around corners and fire immediately on
contact to kill instantly. Good indoors and in small enclosed areas. Cost: 1000
Recoil P
TMG 50 | Light Machine GunBACK
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TMG-50 | Light Machine Gun
Usability: Heavy Assault
Damage: 167@10m - 143@75Shots To Kill/Ideal Time To Kill: 6 Shots / 0.62 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair, 6x
Compensator, Suppressor
Flashlight, Forward Grip, Laser SightHigh Velocity Ammunition
Playstyle: Medium-Long Range Assault/Support. With a 3.4x or 4x
scope, Compensator, Forward Grip, and High Velocity Ammo, thisrocks at medium-long ranges. It also has the highest damage of anyLMG per-bullet. Its not the best at close range though due to the low
RoF. Good in large, open areas with little cover and in open bases. Cost: 500C
Recoil P
TR Patriot Flare Gun | Vanity PiBACK
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TR Patriot Flare Gun | Vanity Pi
Usability: All Non-MAX Classes
Damage: 375@8m - 200@42mShots To Kill/Ideal Time To Kill: 3 Shots / 6 Seconds
Attachments:
None
Playstyle: Partygoer. This fires small flares that create a large red
explosion overhead. This TR variant can be used to assert TerranRepublic dominance by changing the lighting and making a largeexplosive distraction. Can be used in combination with a knife swipe
to get either a quick knife kill, or one kill closer to the Pyro title, whichyou unlock with 100 flare gun kills. Its a very high-risk weapon as itfires from a slightly-right position and cant be used a literal point
blank. range. Bad at any location, but pretty dang impressive whenyou kill with it as their death (or a miss, or just a hit) is announced bya large, red, explosive ceremony sure to attract the eye of all.
Recoil P
Cost: 1000Limited A
TRAC 5 | CarbineBACK
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TRAC-5 | Carbine
Usability: Light Assault, Engineer
Damage: 143@10m - 112@65mShots To Kill/Ideal Time To Kill: 7 Shots / 0.56 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
Flash Suppressor, Suppressor
Flashlight, Forward Grip, Laser SightNo Ammo Attachments
Playstyle: Close-Mid Range Assault. This has a fairly balanced mix of
accuracy, recoil, and damage, but is most effective at the closerranges (around 15-20m). It can be used in small bursts for fair longer-range combat, but cant really do a whole lot by way of real stopping
power. Good in semi-closed areas with cover and indoors. Cost:
Recoil Pattern
TRAC-5 Burst | CarbineBACK
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TRAC-5 Burst | Carbine
Usability: Light Assault, Engineer
Damage: 143@10m - 112@65mShots To Kill/Ideal Time To Kill: 7 Shots / 0.56 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
Suppressor, Flash Suppressor
Flashlight, Forward Grip, Laser SightHigh Velocity Ammunition
Playstyle: Medium-Range Assault/Support. Having a 3-Burst fire as
the primary makes this weapon better at a range, but you have toclick with every 3 bullets. Dont oversample by clicking too quickly.The recoil pattern places the first 2 shots of a burst together, so aim
just below the head. Good in open areas and semi-closed bases.
Recoil Pattern
Cost: 100C
TRAC-5 S | CarbineBACK
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TRAC-5 S | Carbine
Usability: Light Assault, Engineer
Damage: 143@10m - 112@65mShots To Kill/Ideal Time To Kill: 7 Shots / 0.6 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair, 6x
Compensator, Flash Suppressor, Suppressor
Flashlight, Forward Grip, Grenade Launcher, Laser Sight,Underbarrel Shotgun, Smoke Launcher
Soft Point Ammunition, High Velocity Ammunition
Playstyle: Versatile Assault/Support. Having the underbarrelattachments as an Engineer with this weapon can give you anunlimited supply of smoke, shells, or grenades, good for suppressing
enemies. Good anywhere, based on attachments.
Recoil Pattern
Cost: 500C
TRS-12 Uppercut | Pump ShotgBACK
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TRS-12 Uppercut | Pump Shotg
Usability: Light Assault, Engineer, Combat Medic, Heavy Assault
Damage: 130@8m (10 Pellets) - 50@18 (3 Pellets)Shots To Kill/Ideal Time To Kill: 1 Shot / Instantly
Attachments:
HS/NV, 1x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
No Barrel Attachments
Extended Magazine, Flashlight, Laser SightSlug Ammunition
Playstyle: Close Quarters Assault. Having a faster RoF than the TAS-
16 Blackjack, it runs out the magazine very quickly (4 Shots, 6Extended Magazine). Its amazing when right up in their face, around1-3m away. Pre-firing around corners is a good plan to hit enemies
beforethey even see you. Good in close quarters and indoors.
Recoil P
Cost: 1000
TS2 Inquisitor | PistolBACK
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TS2 Inquisitor | Pistol
Usability: All Non-MAX Classes
Damage: 143@8m - 125@50mShots To Kill/Ideal Time To Kill: 7 Shots / 0.79 Seconds
Attachments:
Suppressor
Flashlight, Laser Sight
Playstyle: Finisher and Medium-Short Range Poker. When silenced,
this has one of the quietest fire-sounds in the game, making itexcellent for hitting enemies and staying stealthy. Its also a verygood finished due to its decent accuracy and easy recoil. Valuable for
sniper infiltrators to quickly kill anyone in close range combat. If youhave the drop on them and have a little practice with it, youll verylikely pull through and go on your way. It also has a very high
magazine size (30 Shots), the highest of any other TR pistol. Good inclose-quarters and in semi-closed areas with cover.
Recoil P
Cost: 1000
TS4 Haymaker | ShotgunBACK
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TS4 Haymaker | Shotgun
Usability: Light Assault, Engineer, Combat Medic, Heavy Assault
Damage: 130@8m (6 Pellets) - 50@18m (3.5 Pellets)Shots To Kill/Ideal Time To Kill: 2 Shots / 0.53 Seconds
Attachments:
HS/NV, 1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x
Crosshair
No Barrel Attachments
Extended Magazine, Laser Sight, Flashlight, Forward GripSlug Ammunition
Playstyle: Slug Sniper and Close Range Assault. It has a high
magazine capacity (6 Shots, 10 Extended Mag), its very good forpicking people off with slug ammo and a 3.4x Chevron scope withmore leeway for misses and is the most inexpensive shotgun. Its
alsogood against MAXes. Good indoors, and in semi-closed bases.
Recoil P
Cost: 250C
TSAR-42 | Bolt-Action SniperBACK
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TSAR 42 | Bolt Action Sniper
Usability: Infiltrator
Damage: 700@10m - 400@265mShots To Kill/Ideal Time To Kill: 2 Shots / 1.09 Seconds (First@0)
Attachments:
1x, 2x, 3.4x Chevron, 3.4x Red Dot, 4x Chevron, 4x Crosshair
Suppressor
Flashlight, Forward Grip
Playstyle: Medium-Range Sniper. This is much like the M77-B, buthas a faster refire time along with using lower-powered scopes. Very
good when used with a 4x Crosshair or a Chevron scope againstother infiltrators due to having no scope sway and therefore having
more reliable shots and less time to recover from each shot. Best atmedium ranges and can be used to whittle down approachinghostiles. Good in open areas with little cover and in open bases.
Recoil P
Cost: 250C
TX1 Repeater | PistolBACK
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TX1 Repeater | Pistol
Usability: All Non-MAX Classes
Damage: 112@8m - 77@50mShots To Kill/Ideal Time To Kill: 9 Shots / 0.64 Seconds
Attachments:
Suppressor
Flashlight, Laser Sight
Playstyle: Close-Range Finisher and Quick Killer. With the upward
recoil on both ADS and hip-fire, aiming for the chest and spammingupward can lead to very quick kills. It can also be used as a panicfinisher due to being a 3-burst spray weapon instead of a semi-auto
because you dont have to focus very hard on making it hit, justkeeping the reticule ticks around your target. Can be used at mediumranges when ADS-ing, but bursts must be slow and controlled
instead of spammy. Its not very good against MAXes, but can beusedto bug them a lot. Good in closed areas and indoors.
Recoil P
Cost:
TX2 EmperorBACK
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TX2 Emperor
Usability: All Non-MAX Classes
Damage: 167@15m - 112@65m
Shots To Kill/Ideal Time To Kill: 6 Shots / 0.9 Seconds
Attachments:
Suppressor
Flashlight, Laser Sight
Playstyle: Finisher and Medium/Short-Range Poker. This is very
good at whittling down an enemy from a range, especially becauseevery hit can case the enemy to question whether or not he wants tobe there. Aiming for the head is always a good idea, but aim on the
low end of it so all your hits are either chest or headshots becauseheadshots can kill very quickly. Best against infantry, but kindaterrible against MAXes. Also good as a quick finisher with hip-fire and
a Laser Sight as it does a decent damage for shot at close-range.Good in open areas, semi-closed bases, and indoors.
Recoil P
Cost: 250C