Weapon Comparisons (The Big Three)

Brooke

Fairy Mediator
So on my time on the forums, I've come across people who ask the same question "Is 'x' weapon better than 'y'?"
While there is no "best weapon" (all of the weapons except for the magic ones are fairly balanced), if you want to choose the optimal weapons for your playstyle, you have to learn about what I like to call the "Big Three."

While there are themed and seasonal weapons (like the Deadly Candy and the Brave Patriot), there are three weapons in every section which exclusively excel on a certain weapon stat/aspect. They're all equally balanced, but you'll want a weapon that plays to your strong suit.
The focuses of these weapons are:
  1. Power: Highest damage out of the three, but bad accuracy/high reticule bump. Suffers even at mid-range because its low accuracy. (Golden Deagle/Red Python/Deadly Viper, Army Rifle/Combat Rifle/Rambo's Rifle, Prototype PSR-1)
  2. Rate of Fire: Fastest fire rate out of the three, most ammo capacity, and has incredibly fast reticule bump recovery, but suffers at long range due to shot spread and low bullet damage. (Fast Death/Golden Fast Death/Crystal Fast Death, Elite Rifle/Spec-Ops Rifle/SWAT Rifle, Guerilla Rifle M1/M2)
  3. Accuracy: Most accurate of all of the three and can reliably hit a player across the map, but isn't recommended for close-range fighting because of its low fire rate/power. Usually has the highest potential damage (able to cause the most), since it relies on headshots to kill efficiently. Also, accurate guns tend to have higher mobility than other aspect guns. It should be noted while sniper rifles are "accurate", they still have similar aspects as a big three set. (Marksman M1/M2, Killer Mushroom/Assassin Mushroom/Amanita, Brutal Headhunter/Ultimate Headhunter)
(You should note that because of these aspects, gun weaknesses follow a certain rock-paper-scissors format of RoF<Power, Power<Accuracy, and Accuracy<RoF)

So, how do you know which type is right for you?

Power guns ultimately destroy at close range, with high base damage and near-fatal headshot damage/
RoF guns are the best at mid-range combat (where power guns start to lose accuracy), as the hail of bullets plus a non-existent reticule bump make it the perfect candidate for doing so.
Accuracy guns are obviously good for long-range combat and sniping. They have the highest damage potential out of all of the guns, with considerable headshot damage and a fairly high clip size.

A rule of thumb is don't make every gun in your loadout the same aspect. This'll lead to you getting caught in a corner if you come across an opposite aspect (with VERY rare exceptions on an all-power loadout.) Your primary weapon should be what you prefer, your backup should be the weakness of your primary's weakness. Sniper rifles are really just the player's preference.

I hope this explanation helps! If there's anything you'd like to add/object/question, just reply below!
 
But there is one thing I've been thinking about in the situation of prototype(power based) vs killer mushroom(accuracy based) if the prototype manages to land a hit before the killer mushroom power will beat accuracy...
(My 50th post!)
True, two of the snipers (especially the Prototype) can 1HKO a player, but you have to remember how slow its fire rate is. The thing I should mention about all power builds is that if you're accurate enough, it nullifies any weakness. (Of course for it to be efficient you have to hit your enemies about 90% of the time every game)
 
True, two of the snipers (especially the Prototype) can 1HKO a player, but you have to remember how slow its fire rate is. The thing I should mention about all power builds is that if you're accurate enough, it nullifies any weakness. (Of course for it to be efficient you have to hit your enemies about 90% of the time every game)
The guerilla rifle is sort of a combo between a sniper and an assault rifle. It insta-kills on headshot and requires 2 body shots. From ingame testing it seems that the mobility is actually the same as the headhunter. The only downside for me is the low starting ammo. And I generally prefer using these weapons over the prototype. The prototype has a slower mobility and firerate than both and the shooting through walls attribute isn't as viable as it may sound.
 
The guerilla rifle is sort of a combo between a sniper and an assault rifle. It insta-kills on headshot and requires 2 body shots. From ingame testing it seems that the mobility is actually the same as the headhunter. The only downside for me is the low starting ammo. And I generally prefer using these weapons over the prototype. The prototype has a slower mobility and firerate than both and the shooting through walls attribute isn't as viable as it may sound.
The marksman m2/1, the swat rifle and the Rambos rifle should be considered sniper/assault rifle too since I mostly use them to snipe.
 
I know this thread is a bit outdated, but I'm reviving this to (hopefully) lessen the amount of "is x better than y" threads. I don't know if this aspect holds true to gem weapons, however.
 
So on my time on the forums, I've come across people who ask the same question "Is 'x' weapon better than 'y'?"
While there is no "best weapon" (all of the weapons except for the magic ones are fairly balanced), if you want to choose the optimal weapons for your playstyle, you have to learn about what I like to call the "Big Three."

While there are themed and seasonal weapons (like the Deadly Candy and the Brave Patriot), there are three weapons in every section which exclusively excel on a certain weapon stat/aspect. They're all equally balanced, but you'll want a weapon that plays to your strong suit.
The focuses of these weapons are:
  1. Power: Highest damage out of the three, but bad accuracy/high reticule bump. Suffers even at mid-range because its low accuracy. (Golden Deagle/Red Python/Deadly Viper, Army Rifle/Combat Rifle/Rambo's Rifle, Prototype PSR-1)
  2. Rate of Fire: Fastest fire rate out of the three, most ammo capacity, and has incredibly fast reticule bump recovery, but suffers at long range due to shot spread and low bullet damage. (Fast Death/Golden Fast Death/Crystal Fast Death, Elite Rifle/Spec-Ops Rifle/SWAT Rifle, Guerilla Rifle M1/M2)
  3. Accuracy: Most accurate of all of the three and can reliably hit a player across the map, but isn't recommended for close-range fighting because of its low fire rate/power. Usually has the highest potential damage (able to cause the most), since it relies on headshots to kill efficiently. Also, accurate guns tend to have higher mobility than other aspect guns. It should be noted while sniper rifles are "accurate", they still have similar aspects as a big three set. (Marksman M1/M2, Killer Mushroom/Assassin Mushroom/Amanita, Brutal Headhunter/Ultimate Headhunter)
(You should note that because of these aspects, gun weaknesses follow a certain rock-paper-scissors format of RoF<Power, Power<Accuracy, and Accuracy<RoF)

So, how do you know which type is right for you?

Power guns ultimately destroy at close range, with high base damage and near-fatal headshot damage/
RoF guns are the best at mid-range combat (where power guns start to lose accuracy), as the hail of bullets plus a non-existent reticule bump make it the perfect candidate for doing so.
Accuracy guns are obviously good for long-range combat and sniping. They have the highest damage potential out of all of the guns, with considerable headshot damage and a fairly high clip size.

A rule of thumb is don't make every gun in your loadout the same aspect. This'll lead to you getting caught in a corner if you come across an opposite aspect (with VERY rare exceptions on an all-power loadout.) Your primary weapon should be what you prefer, your backup should be the weakness of your primary's weakness. Sniper rifles are really just the player's preference.

I hope this explanation helps! If there's anything you'd like to add/object/question, just reply below!
Nice
 
The guerilla rifle is sort of a combo between a sniper and an assault rifle. It insta-kills on headshot and requires 2 body shots. From ingame testing it seems that the mobility is actually the same as the headhunter. The only downside for me is the low starting ammo. And I generally prefer using these weapons over the prototype. The prototype has a slower mobility and firerate than both and the shooting through walls attribute isn't as viable as it may sound.
prototype is basicly useless unless youre killing raps
 
the

guerrillia rife is good enogh for lvl 15- but once people get crystal armour,its basicly useless
That's when impulse comes to play, its a better version of the guerilla rifle, basically a finished product. It takes 2 headshots for it to destroy a RAP.
 
That's when impulse comes to play, its a better version of the guerilla rifle, basically a finished product. It takes 2 headshots for it to destroy a RAP.
but its a rent wep so i go back to using my proto type after i abandoned it due to slow fire rate and stuff like that
but i needed a power weapon cause those gaps are so hare to kill without emptying your whole mag so i now use a proto instead of my freeze ray rife which is accurate(like most beam/laser weapons) and fast with 98 fire ratr
 
Last edited:
but its a rent wep so i go back to using my proto type after i abandoned it due to slow fire rate and stuff like that
but i needed a power weapon cause those gaps are so hare to kill without emptying your whole mag so i now use a proto instead of my freeze ray rife which is accurate(like most beam/laser weapons) and fast with 98 fire ratr
The better part is that it does have a total of 12/60 ammo.
 
Back
Top